Blendshapes don't maintain negative morph rotation values, only positive
Hi,
After exporting a character into Maya, I've noticed that any morphs I export along don't maintain full functionality as blendshapes. A very simple example: eyes side-side, or mouth side-side. The blend shape slider goes from 0 to +1, whereas in Daz they go from -1 to +1, allowing the morph to make eyes look left to right or make the mouth go left to right. In the shapes editor, I can only make them move one way or return them to the central position. At first I didn't see the problem because I thought I could just put in the negative values manually, but that reveals that the surrounding geometry actually doesn't play ball at all. In the case of the eyes, turning them positively moves the eyelids and eyelashes along with the rotation. Turning them negatively causes them to bulge out of their sockets as they expand in size.
I have no idea how to get around this problem. Who can help?
Comments
Hello, I had this issue as well. What I did was make the negative value be the default value, turning it to the binary 0 to 1 slider. If you look at the blendshape, in the top left corner of it should be the cog icon. There, you should be able to edit the default value for the shape. When I get back on my desktop, I'll post a picture for clarity.
Basically, before you export them to maya, make the negative value represent 0 or the left side of the slider. That way you can adjust it inside of Maya.
Hello, i'm having the same issue but i don't understand how to do what you suggested. If i put -100 as default, it's not 0, it's -100%, and when i export it in maya, i still have the slider to 0 and only the half of the range of motion. How do i make the negative value represent 0 in daz ?
Thank you