tsPoseSpaceDeformer demo

This is a demo of one of my latest tools. It is inspired to the Michael Comet’s pose space deformer plugin, but with a substantial difference: no extra plugin is needed.
The pose space deformation is realized by creating a corrective blendshape target driven by a node network.
Here is how it works:

- Select your mesh in the binding pose. The tool will store the character pose as base pose;
- Put your character in a problematic pose and press ‘Start sculpting’. A proxy mesh (the green one) is generated and lets you correct the mesh geometry to the desired shape. Once finished hit ‘Finalize scuplting’;
- The next phase is connecting the corrective shape to your pose. You can choose between 3 different ways: (Attribute) Expression, (Attribute) Node network, (Joint) Radial distance.
The first two work basically in the same way, except the first is a combination of an expression and a node network, while the second one is fully network based. Each attribute determining the pose
is considered as a coordinate in a hyperspace. The blendtarget weight is the result of the normalized projection of the current pose vector on the “target pose – base pose” vector.
The third way, instead working on the single attributes, it works on influence basis. The blendshape weight is the result of a combination of the radial distance between the base pose and the target pose for each influence determining the pose.
- You can choose wich attributes/influences determine the pose on the Attribute list tab. The tool automatically proposes the influences that changed their coordinates from the base pose to the current pose.
- There is an option for pruning the blendshape weights (You can see the auto pruned target maps in the video): very useful if you end up creating tons of corrective shapes and you don’t want to loose performance;
- From the mirror frame, you can enable/disable the creation of the mirror blendshape;
- Finally, to connect the blendshape and its mirror, just click on “Create corrective blendshape”.
- Once finished, you can tweak the weights of your targets along the deformation by editing the ramp shaders driving them.

Future developments:

- High res sculpting for displacement map generation and driving.

Thanks for watching


tsFrameBlendshapes tool

This tool is part of my personal toolset.
It let’s you easily create, connect and animate animation based corrective blendshapes,.
Just go to the frame you want to correct/deform, hit “Sculpt” and edit the shape of your mesh. The cool thing is that the script works on pose: you can sculpt the corrective shape in any pose, then the script will bring back your deformed mesh in base pose automatically to create your corrective shape.
Coded in python.