The SingleMeshBlend plugin registers a deformer node with maya. The registered deformer name is SingleBlendMesh.
The SingleBlendMesh deformer transform a mesh into another.
-WARNING: The meshes should have the same number of vertices and the same vertices ID.
To use the SingleBlendMesh deformer you have to apply it to a mesh with the following MEL command:
deformer -type SingleBlendMesh;
This will apply the deformer to the selected mesh. If you want to apply it to a specific mesh you can use the following command:
deformer -type SingleBlendMesh MeshName;
where MeshName is the name of the mesh the deformer will be applied to.
After the deformer is applied you will see a warning in the script editor. Nothing to worry about. It's the deformer telling us that no mesh is connected to its blendMesh attribute. To make the warning disappear and the deformer work you have to connect the outMesh attribute of the mesh shape you want to blend to to the blendMesh attribute of the deformer.
The deformer is now working. You can decide how much to blend as a whole by using the deformer's blendWeight keyable attribute or you can decide the blend value per vertex by painting the weights of the deformer trough Modify->Paint Attributes tool in the maya UI.
All the code in this repository is under the MIT License. More informations can be found in the LICENSE file in the root directory of this repository.
Copyright 2018 Luca Di Sera
Contacts:
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disera.luca@gmail.com
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https://github.com/diseraluca
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www.linkedin.com/in/luca-di-sera-200023167