  | | | selecting shapes | selecting shapes 2005-03-01 - By Raffaele "ThE_JacO" Fragapane
Back Tricky but effective way around I used in a similar situation:
Clone several meshes from your eneveloped one (I used to do it with 3 or 4 at a time and built stocks of meshes up to 20 at a time with no slowdowns or scene management problems), pose your base head with the envelope and no shapes. Apply corrections to the clones, when happy disable envelope from the generator mesh and freeze the clone.
This way you can generate a huge stock of corrective shapes in no time, and when happy with all of them select them and freeze the shape maps right away.
This is also the way I create the emergency shapes for any non hero creature, and it always worked well insofar.
Maybe not the most elegant solution in the world, but it's rock solid and you never compromise the original asset.
~Raffaele Fragapane ~Lead "I'm sure we can make it work" ~Peerless Camera Company
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Claus, Reinhard Sent: Tuesday, March 01, 2005 6:22 PM To: XSI@(protected) Subject: selecting shapes
Hi there- I'm just starting with facial animation and I intend to use shape animation for that - but only as corrective offsets to envelope animation (e.g. I want to blend in some shape-driven wrinkles when putting a smile on etc.)---thus I would need to define the shapes relative to the already envelope-deformed object.
That works fine with secondary shape modeling but supposed I already have some premodeled expressions: How can I do the same with the "Select Shape Key" command? "Select" seems to only use the reference from the top of the modeling stack, regardless of the construction mode (resulting in an overshoot when I apply the shape obviously). Can I somehow tell "Select" that it's supposed to use the reference from the top of the animation stack instead so I can use my premodeled expressions?
Much hope I could make myself clear. Reinhard
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