The process this is based off of is the one most commonly used in the school
I teach at. In short, we extract the head from the mesh and duplicate it.
This head is rigged, and from this head we move the joints to attain the
visime or phenome, and then duplicate and move it out of the way, this duplicate
is now ready to be added as a blendshape to the original mesh, or a proxy head.
For the script, the user provides three initial pieces of information.
Number of Rows & Columns: Number of rows and columns for the button grid.
Origin X & Y: Where the duplicates will start from.
Mesh: Rigged mesh to be duplicated
After hitting the "Create Grid" button a custom grid will be made. All the user
needs to do to create a blendshape is to create the visime/phenome on the rigged
mesh and hit an unused button on the grid, the script does the rest.
The grid interface allows the user to enter an X & Y offset so that the duplicates
will be created in a grid format that also uses the size of the mesh itself. The user
can also enter custom names for the duplicates as well as choose to have the mesh return
to bind pose after each duplicate is made.
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