I m not getting it!
Are u talking about deformation order??????????
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Dikshant Thakur Character TD [Website] www.cgterminal.com "Haters talking Mess, trying to make me Frown.
No Matter what Rumours u Start, u can't take me Down"
For Pose based deformation there is a plugin called Pose Deformer that does it for u.....I think it lets u extract a particular deformed pose and u can tweak it and use it as a blendshape just as skinmorph in 3ds max.........well have not used the plugin in production though...mostly it has been the latter(i.e Blenshapes in its Default pose)
Hope that helps..........
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hi,
pose based deformation gives fairly better results than conventional blendshape techniques since the the shape will be derived as a blend between the correctives at consecutive poses while in case of direct blend shapes it gives a cumulative output of two correctives.This makes pose space deformation the best choice for ball joints...(like shoulder).But if the purpose is just to maintain the volume(like in case of elbow or knee) normal blenshapes will be lighter in comparison to the pose space algorithm.So u can use a mix of both in your characters only thing is the choice depends on the purpose to be met.
Really appreciate your efforts CJ
But can u provide some video regarding usage of Pose Deformer.
Thanks in Advance..............
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Dikshant Thakur Character TD [Website] www.cgterminal.com "Haters talking Mess, trying to make me Frown.
No Matter what Rumours u Start, u can't take me Down"