Edit blend shape deformers
 
 
 

The Blend Shape editor provides you with controls for all of the blend shape deformers in your scene.

To edit Blend Shape channels with the Channel Box

  1. Select a blend shape deformer node (default name: blendShapen).

    One quick way to select the blend shape deformer node is to select the object being deformed, and then select the blend shape deformer node in its history from the Channel Box (under INPUTS).

    Note that you can control which attributes are listed as keyable attributes (channels) in the Channel Box with the Channel Control editor (select Window > General Editors > Channel Control).

  2. In the Channel Box, click the name of the channel you want to edit.
  3. In your scene, -click and move the mouse to the left or right. By moving the mouse, you change the value of the selected channel. As you move the mouse, note that pressing the key will give you finer control, and pressing the key will give you less control.

To edit Blend Shape attributes with the Attribute Editor

  1. Select the blend shape deformer node (default name: blendShapen).
  2. Open the Attribute Editor by selecting Window > Attribute Editor or use the default shortcut +a.
  3. Edit the attributes.

    See blendShape.

To delete the target object before creating a blend shape

  1. Turn the Delete Targets creation option on.

    See Create Deformers > Blend Shape.

To delete the target object after creating blend shape

  1. Select and delete the object in the workspace or Outliner.

To key all target sliders

  1. In the Blend Shape editor, adjust the sliders to create the desired blend shape.
  2. In the Time Slider, click the frame where you want to set keys.
  3. In the Blend Shape editor, click the Key All button.

    Maya sets keys for all the target sliders in the blend shape deformer.

To key the maximum influence of one target slider

  1. In the Time Slider, click the frame where you want to set the key.
  2. In the Blend Shape editor, set the target slider to 1.
  3. Click the Key button below the target slider.

    Maya sets a key for that target slider only, ignoring the possible blending influences of the other target sliders.

To save a blend shape as a new target

  1. Set the target sliders to deform the base object.
  2. Select the base.
  3. Click Add Base in the Blend Shape editor.

    Maya creates a new target at the same location as the base. A slider for the target appears in the Blend Shape editor.

    Move the new target away from the base. If in local mode, you can modify the target’s shape, for instance, by transforming its CVs or vertices. Use the new target slider to deform the base to the target.

To select the blend shape node

  1. Click the Select button for the blend shape node in the Blend Shape editor.

To add a target shape for blend shape deformers

  1. Select one or more deformable objects as new target object shape(s), and then a blend shape deformer’s base object shape.
  2. Select Edit Deformers > Blend Shape > Add > .

    The Add Blend Shape Target Options window appears. See Edit Deformers > Blend Shape > Add.

  3. Set the options. You can also do one of the following:
  4. Do one of the following:

To remove a target shape

  1. Select the target objects you want to remove.
  2. Select Edit Deformers > Blend Shape > Remove > .

    The Remove Blend Shape Target Options window appears. See Edit Deformers > Blend Shape > Remove.

  3. Set the options. You can also do one of the following:
  4. Do one of the following:

To swap two target shapes

  1. Select two target objects whose order you want to swap.
  2. Select Edit Deformers > Blend Shape > Swap > .

    The Swap Blend Shape Target Options window appears. See Edit Deformers > Blend Shape > Swap.

  3. Set the options. You can also do one of the following:
  4. Do one of the following:

To delete a blend shape deformer

  1. Do either of the following:

    The selected deformer nodes are all deleted. However, the base object still has the tweak node as an input node, so any tweaks you might have made are preserved.