You can create a blend shape deformer for an object that you want to be deformed by a series of shapes. This object is known as the base object. You can create multiple blend shape deformers on an object, each with its own set of target shapes. For example, you could have one deformer for the mouth and one for the eyes to keep the shape animation calculations separate for different parts of the face.
For more complex shape deformations, you can also create a group of objects to be deformed and apply a blend shape deformer to that group. For example, you could create a group that includes a character's T-shirt and jeans, and create a single blend shape deformer for the group. Then you could edit the target shapes so that the t-shirt overlaps the jeans.
When you create a blend shape deformer, a Blend Shape node (blendShapen) and a Tweak node are created for each blend shape deformer that you create on the base object. See Nodes and attributes for blend shapes for more information.
To create a blend shape deformer
- If you're deforming the base object directly, select the base object - see Create blend shapes using only the base object.
- If you're deforming a group of shapes, create the group (select the objects and press Ctrl+G), then select the group transform node.
- If you're using multiple target objects to deform the base object, press Shift and select the target objects, then select the base object you want to deform (you must select the base object last) - see Create blend shapes using multiple target objects for more information.
If you created the blend shape deformer using multiple target objects, a target shape is added for each target object that you selected.
The blend shape deformer (Blend Shape node) uses the target shape weight settings to create the blend shape deformation on the base object.
To select a blend shape deformer (blendShape node), do either of the following: