Setting Up Multiple Blend Shapes
When you are setting up your blending targets for the face, separating Blend Shapes Game Character Design" href="/game-character-design/blend-shapes.html">mouth shapes from facial expressions is more economical and efficient than throwing everything in together. For this technique, you create two groups of blendShapes. The mouth and the jaw patches can hold mouth shapes such as those described in the previous section. The eye patches can hold facial expressions such as eyes closing and showing emotionsnhappy, sad, and angry. Setting things up this way is a bit more complex, however, and requires the use of the Set Driven Key feature.
In the example shown below, Blend Shape was applied not to the top Face node, but to the Eye_area and Mouth_area nodes. There are also two blendShape groups: one for the mouth area and another for the eye area. The two targets, Ah and Eyeclose, are working well with the base object. The two shapes are independent of each other, so that when the eyes close, the mouth area is not affected, and vice versa. The third shape, smile, is actually a combination of two target shapes: the Sm_eyes and Sm_mouth shapes. In the bottom-right picture below, both shapes are at their maximum target value.
However, there is a problem with the smile shapes in the example below. When the Sm_mouth slider is moved, creasing occurs as shown below. This is because the Sm_eyes slider did not move with the Sm_mouth slider. We can solve this problem by making the Sm_mouth slider a driver for the Sm_eyes slider.
RM choose over a numeric input field in the Blend Shape Editor to pop up a menu. Select Set Driven Key. You can select the blendShape node in the Blend Shape Editor by clicking the Select button. Specify Sm_mouth as the driver and Sm_eyes as the driven. Key them at 0 and 1. Sm_mouth should now drive Sm_eyes, as shown below.
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