1. Does a blendshape require the base mesh and the target mesh to have the same number of vertices? Explain your answer, with reference to how blendshapes actually work.
Yes. Blandshapes involve a polygon morphing into the same shape as the target polygon and hence, any difference in the number of vertices could cause unwanted distortion as the base polygon attempts to form into the target polygon's shape. More often than not, blendshapes normally involve a modified target polygon duplicated from the base.
2. Can blendshapes only be used for facial animation? If not, prove it! Animate something and post it on your blog.
No. It can also be used for making squash and stretches and actual animation otherwise accomplished through the more thorough but more tedious rigging. Here's a prove:
3. If you want a character to look angry, you might decide to create a target mesh of the character's head and then modify it to have an angry expression. This is NOT how it should be done. Why not? And what would be a better approach? (Hint: you want to give the animator as much freedom as possible.)
If the target mesh is set to appear angry, it limits the expression of the character to just neutral and angry. Also, there are many different levels of anger and when set to one level, the other levels won't be possible, such as a mesh set to appear annoyed but unable to appear mad. A much better approach would be to blendshape the different movable parts of the face to move in different directions. For example, an eyebrow can be made to move up for one target mesh while another sets the same eyebrow to be able to slant downwards to appear angry. With each parts moving individually, all kinds of expression can be made, not just anger.
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