Course info
Oct 3, 2011
2h 50m

In this Maya tutorial, we will take an extensive look into the Create Deformers and Edit Deformers menus. By the end of this tutorial, we will understand how they operate as well as discuss practical uses for each of them. Software required: Autodesk Maya 2012.

About the author
About the author

Delano works avidly as an animation author at Pluralsight. Starting his career at animation studios like Shilo, Delano has developed a strong passion for his talents. His animation and rigging background help him teach and create some of the most-watched training on Pluralsight.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] in this lesson, we'll learn about the blanching to former the Blanchet, the former let's has changed the shape of an object to the form of another. This is a great performer to use when rigging a face, or even if you want your character to transform into another creature, for instance. So this is a very powerful did former. What we do is apply blood shapes to this head that has been bound to this joint. Reason why is because we need to discuss something very important about when working with the formers in general. That's import order, making sure that things are evaluated in the right order. So we get the right informations. So to get started will first want to create. A few target heads will go out in select our base head. In this case, what's going to be affected by the targets we create press control? D duplicated. Now we can unlock the translator attributes right click and she was unlocked, selected. Go ahead and move the target head over leading press control D just to create a new target, you know, it would be a good idea to go in and rename lease just to stay organized. Whatever. We rename these two when we apply them as targets, that's gonna be the name of the channel we used to trigger those shapes. So the 1st 1 we could always name this target. A. I'll copy this name Control C will go to the next head paste and just label that target Be okay. So at this point, take a look at our targets here. Let's say we go ahead and start to mold them so we can see the change in shape as we trigger them. I wouldn't grab the soft modification tool. This is a great tour to use for morning facial expressions, but we'll go ahead and use this to create some funny looking shapes. Wouldn't apply that to the first target. Head starts have pulled this down in the Y axis to squash the head some more. And Phil Frieda, hold down. The B can use the left mouse button to intensify the effect of the soft modification tools there's. Our 1st 1 will go to the next head and say we boats the forehead on this one so we'll grab our scale box on the soft modification tools. Just go ahead and scale this great. So at this point, we can go to sleep mode with the cuchi so ready to apply these objects as blend shapes. So it's just a matter of heading over to create informers, blend shape options, reset the settings at the top. We can label are blanche ignored, which is a good idea to Steny Descriptive, especially when working on more complex Riggs. But if we don't label anything, Maya will give us a generic name. So just to show you that, let's go ahead and select our target's followed by the object to apply them to, which is our base head in this case. So at this point, we can choose, apply, and you'll see that the blood shape note has been added again. My gave it a generic name. Blaine Shape one. If we were to click that now we can trigger the targets we created. That's really neat. Now, if we were to remove this blood shape note. We have a few ways of doing that. Can either select it from here and choose edit. The right note or another way is under the window. Menu. Animation editors blend shape is another tool we can use for trigger triggering our blend shapes. But if we want to remove those blend shapes, we can most certainly do so by using delete. Something else to keep in mind about this blind shape window is that if you don't have time to build a elaborate face rig, you can always animate your face using this window, simply setting keys from here. It's very straightforward. Broke a letter. Now just choose delete to clean all of that up. And now you see that the blanching note is no longer there. Now, if we wanted to, we could go in and create a name. We could always call this blend shape, underscore Head, and now, when we choose apply, you'll see. There's the name of that note. Now we're being much more organized Envelope. This is going to regulate how much the target will affect the bay said so, for instance, forward a trigger target be, but start to decrease the envelope. You'll see that we're getting less and less manipulation over our base head by that target or by both targets in this case. So I'm gonna bring the envelope back to one something also nice to keep in mind about blend shapes when we apply them. Initially, with these default settings, you can go ahead and actually blend between the two. Hence why? This is a great tool for facial rigging Now the next option we have for origin. We have local mode and we have world mode. We have an idea of what local mode does, but that's going to change on Lee. The shape of our base head world is going to also affect the transformations of the base head by, however, we transform our targets. So shall we go in and delete the blunt shape? Know that we created simply against selected head over to edit and shoes. Delete note. Now if we were to choose world and apply these two shapes, what's what's gonna happen? You see that as we start to trigger target A. The base hit is want to slide to that position? Same thing goes for target. Be just to show you this. I'll go out and create an offset won't go to a full value of one. Let's say to about eight or 80% 800.8 forward to take the target. Now it starts to move that you'll see that it's going to control the transformations of the base it. So chances are if you're making a face, you're gonna want to work with local, so only the shape of your targets will influence your base it. So again, I'll go ahead and remove that blend shape. Note. It's gonna be object, really note going back to locals something important to keep in mind. Let's go ahead and apply our targets once again. Something very important you want to keep in mind is that you do not want to freeze transformations on your target heads. Otherwise the base head will slide to the position of the target. My uses this offset value so that no sliding will occur. So just to show you this, I'll take target A. Making sure that we've already applied the blood shape. Okay, great. So I'll go ahead and take Target a and I'll go ahead and unlock its rotate and scale channels. Just right. Click and choose Unlock. Selected. At this point, we can head over to modify inches freeze transformations. Now watch this. If we were to go back to our base head and starts to trigger target a you see that the blood shape it's going to cause the base head to slide to that position simply because we remove that offset by freezing transformations. You could see the difference when we go ahead and trigger target be because that offset is there. We're gonna make sure that you do not freeze Transformations on your target head just undid back to before that was done. Checked apology. This is, ah, very important setting simply because if we want good blends, if we want our targets to work effectively, it's a good idea to make sure that the topology of our target head matches with our base head. If we have less geometry and our target head, then are our base head, for instance, we may run into some weird distortion issues. As we trigger our brand shapes. You may notice maybe gaps in your faces and stuff like that, so that can all be avoided if we just double check to make sure that our topology matches and then delete targets. What's cool about blend shapes going to show you This is that weaken glad and take these targets if we wanted to and delete them and they'll still work, and by doing so, we've gained more speed back in our scene. However, by doing so, we're not able to go in and tweak those targets any longer. So if there was a tweet that needed to be made to, let's say, a facial shape well, you can't do that now because you deleted the target. So good work flow is to go ahead and export those out. And then, if you need to get speed back, simply go ahead and believe the target when you import the head back and you may need to remove that target but then making tweak you need to on the imported head and then apply that again, and we'll learn how to add and remove blind shapes little bit later on. That's what delete targets will do. It will automatically go in and delete those targets, but go ahead into spring those targets back to some doing just to show you this. So it's great about the blood ____ tool is its flexibility. We can go ahead and trigger a shape. Let's see if we wanted to make a change, we won't certainly can do so. I grabbed the soft modification brush starts. Pull that around, he could see a change is now affecting the base hit. That's a look at our blade shaped tool. What we do here is stop the lesson, because what we now need to discuss is our input ordering and making sure that things will function properly when we work with blind shapes.