Edit target shapes

After you add target shapes to a blend shape deformer on the base object, you can edit them to create unique shapes and poses.

If you're using multiple target objects to deform the base object, a target shape is automatically created for each target object you picked when you created the blend shape deformer for the base object. When you edit each of the target shapes, you modify the geometry of the corresponding target object.

You can edit the base object or target objects using Sculpting and Transform (Translate, Rotate, and Scale) tools. The differences in the positions of the vertices from the object's base shape to the edited shape (the delta) are stored in this target shape.

There are four special Sculpt Target Tools that you can use to affect only the target shape you're editing (Edit mode), and not the rest of the object: the Smooth Target tool , Clone Target tool , Mask Target tool , and Erase Target tool . For example, you can erase edits from only the current target shape with the Erase Target tool.

Note: You cannot use a deformer (such as a lattice) to modify the shape of the base object and then have those edits transferred to the target shape. If you apply a deformer to the target shape that you are editing, the Edit mode is disabled. Activate a sculpting or transform tool to continue editing the base or target object for this target shape.

To edit a target shape

  1. Select the object with the blend shape deformer.
  2. In the Shape Editor, select the target shape you want to modify - you can edit only one target shape at a time.
  3. Set the target shape's Weight value to any value you like. A value of 1 shows you the full effect of the edits and is generally recommended. See Set weights for target shapes.
  4. Click Edit to activate Edit mode - the button turns red to remind you that editing mode is active.
  5. Modify the base object or target object using Sculpting and Transform (Translate, Rotate, and Scale) tools.
    Note: You can quickly select the base object by right-clicking the blend shape in the Shape Editor and clicking Select Base Mesh.
  6. When you're finished modifying the object, click Edit again to exit Edit mode. The difference in vertex positions from the base shape to the edited shape is stored in this target shape.
Note: For blend shape targets (including in-between targets) that have physical meshes that already exist in the scene, use sculpting tools either directly on the target mesh in the scene or directly on the base mesh. Avoid activating the sculpting tools when both the base mesh and physical target mesh are selected in the scene, or you may run into viewport refresh issues.

If your base mesh doesn't update after sculpting on the physical target in the scene, simply exit the sculpting tool (switch tools) or scrub the timeline to refresh the viewport.

To solo (display or hide) a target shape or in-between target on the base object

  1. Select one or more target shapes, groups of target shapes, or in-between targets in the Shape Editor.

    You can also select a blend shape deformer to isolate the effect of all its target shapes with changing their individual visibility states.

  2. Click the little circle in the Visibility column to toggle the selected target shape's or group's visibility.

    To solo a selected target shape's effect, press Alt+click on the little circle, or right-click the selected target shape's name and choose Solo/Unsolo.

    Weighting and editing are disabled when the visibility is off.

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