maxxxmodelz opened this issue on Jun 09, 2014 ยท 21 posts
shvrdavid posted Tue, 10 June 2014 at 8:14 PM
With weight mapped magnets you just make the zone big enough that you dont have to move it, the base posistion will modify the effects origin, and the falloff adjustments are just used for fine tuning for the mostpart.
The easiset way to blend texture maps with blend shapes, is to link a dependency to a blender node from a bone rotation. You can do the same thing with morphs as well and many times this works better since it is not following a 3D arc. You sort of have to plan out what needs to just move along a plane and what needs to arc to get the morphs to work, then link the proper type of dependency to it.
If you only want it to affect a certain area you make a mask with 2dWave nodes for it.
Give me a bit and I will make an example for you that demonstraits map blending.
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