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All Discussions > Help > Topic Details
BaG 2.0 25 Dec, 2014 @ 10:05pm
Export Shape Keys As Individual VTAs?
I've built a handful of models that I want to compile them with mix and match flexes and exporting all the the shape keys individually from the one model I did would save me countless hours of work. Is there an option I'm not seeing to do this?
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Showing 1-7 of 7 comments
Zappy 26 Dec, 2014 @ 1:35am 
Exactly why would you want that? They would all have the same base shape, anyway, so what'd be wrong with just not using some of the flexes of the VTA?
BaG 2.0 26 Dec, 2014 @ 12:38pm 
Because the faces are not compleatly identicle, I have 3 mouths, 3 stes of eyes and 2 noses that I have made to mix and match on the fly. I know it sounds complicated but at this point I'm locked into this unless I want to start from scratch.

I know a few other modelers who have released source files where eacy flex is an individual vta, but I also think they used #DS Max wich I am no good at useing (and I alos don't own it).
Zappy 26 Dec, 2014 @ 12:59pm 
If "the faces" are "not completely identical", they'd have to be separate Blender objects, in which case they'd export their own separate VTA files (as far as I know), not one big one.
BaG 2.0 26 Dec, 2014 @ 1:01pm 
I'm really sorry but I'm awful explaneing things, I assume you are trying to say there is no way of doing this?
Zappy 26 Dec, 2014 @ 1:02pm 
Basically, yeah, unless you'd go ahead and copy the Blender object as many times as there are flexes, rename them all, and remove all their individual flexes except for one. In which case it'd still be best to just have one VTA.
Artfunkel 28 Dec, 2014 @ 2:04pm 
There's certainly no way of doing this automatically. I don't understand how your scene is set up at all right now: how do you have separate reference meshes but not separate flex exports?

If you're trying to use flex shapes you created with one mesh on a different mesh, that will never work. The verts would be totally distorted in the compiled model.
BaG 2.0 28 Dec, 2014 @ 2:30pm 
I've figgured out a workaround for now, but the basic idea is I made a base head and devided up the 3 key areas into seprate .blend files, in those files I modified the meshes leaving the external verticies locked in place. when I want to export a new head, I import the meshes togeather and merge the connected verticies givng me options for new heads, however this breaks shape keys and causes vertexis to go crazy.

so what I do is export the flexes as VTA's before I stich the meshes togeather, when I import them, they match up to the vertexes that are still there and work fine.

again, this is the absolute best way I can discribe this situation as I amd really, REALLY awful at descriptions.
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All Discussions > Help > Topic Details
Date Posted: 25 Dec, 2014 @ 10:05pm
Posts: 7