Mini Blend Deformer
Blends the points of the filtered geometry towards one or more target shapes, like Maya’s blendShape.
For each target, the deformer adds weight * ( target - base ) to the points of the filtered geometry. The sum is multiplied by the envelope and the optional per point mask.
| Plug | Description |
|---|---|
| Envelope | Overall strength. 0 leaves the geometry untouched. |
| Base Location | Location of the geometry the targets were modelled from. Leave empty to measure target offsets from the points being deformed. |
| Mask PrimVar | Optional float vertex primitive variable which scales the deformation per point, like painted blendShape weights. |
| Targets | Add targets with the + button, remove them from the right click menu. Each has an Enabled toggle, a Location and a Weight. |
- The geometry and every target must have the same number of points in the same order, otherwise the node errors.
- Weights are not clamped, so values below 0 or above 1 extrapolate, as in Maya.
- Multiple targets are summed, so blending two targets at 0.5 each is the average of their offsets, not their mix.
- Animate the weights to drive facial shapes or corrective shapes.