animation deformation
Saves a pose-based deformation key. In addition to saving and
selecting shape keys, you can also use pose-based deformation to
create shape animations. To do this, you link one or more
parameters to drive the deformation on a selected cluster, and then
set deform keys for the different poses you want.
For example, you can control the blending of a shape-animated
object according to the position of a sphere (its position drives
the shape animation). As the sphere gets closer to a deform key
associated to a certain pose (as indicated by a small sphere), the
target object takes on that shape: when the sphere is between
deform keys, the target object takes on a combination
(interpolation) of these deform keys.
Tip: You can use an already defined shape to apply a deform key.
Simply select the deform key and choose Deform > Shape >
Apply Deform Key to apply it to the object for which you saved it
at its current pose.
oReturn = ApplyDeformKey( [InputObj] ); |
Returns the key.
Parameter | Type | Description |
---|---|---|
InputObj | String | Cluster shape key to use for setting the deform
Default Value: Current selection |
' ' This example demonstrates how to use the ApplyDeformKey command to ' apply a shape deformation previously created ' NewScene , false ' First get the old construction mode iOldMode = GetValue( "Context.ConstructionMode" ) SetValue "Context.ConstructionMode", siConstructionModePrimaryShape ' Create the object to deform CreatePrim "Sphere", "NurbsSurface" ' Select the points used for deformation and cluster them CreateCluster "sphere.pnt[(5,4),(6,4),(7,4),(0,5),(1,5),(2,5),(3,5),(4,5),(5,5),(6,5),(7,5),(0,6),(1,6),(2,6),(3,6)]" ' Link the deformation of the cluster with the parameter sphere.kine.local.posx LinkDeform "sphere.surfmsh.cls.Point", "sphere.kine.local.posx" ' Translate the sphere at X = -10 Translate "sphere", -10, 0, 0, siAbsolute SaveDeformKey "sphere.surfmsh.cls.Point" SetValue "sphere.surfmsh.cls.Point.PoseDeform1.Name", "SphereNormal" ' Deform the sphere at X = 0 and save the deformation Translate "sphere", 0, 0, 0, siAbsolute Scale "sphere.surfmsh.cls.Point", 1, 1, 2, siAbsolute, siParent, siObj, siZ Scale "sphere.surfmsh.cls.Point", 2, 1, 1, siAbsolute, siParent, siObj, siX SaveDeformKey "sphere.surfmsh.cls.Point" SetValue "sphere.surfmsh.cls.Point.PoseDeform1.Name", "SphereFat" ' Translate the sphere at X = 10 and apply the deformation called SphereNormal Translate "sphere", 10, 0, 0, siAbsolute Refresh ApplyDeformKey "sphere.surfmsh.cls.Point.SphereNormal" ' Pop up a Deform Control window. If you left click on the slider, ' you will see the deformation of the sphere linked with the translation on the X axis InspectObj "sphere.surfmsh.cls.Point.DeformControls" ' Restore the original construction mode SetValue "Context.ConstructionMode", iOldMode |