There seems to be a bug in the currently installed version of Maya 2015 (SP2) that causes Mental Ray to ignore blendShapes when batch rendering (or even mess them up?). But there is a workaround!
- Select the object that has blendshape animation on it
- From the animation menu, choose
Geometry Cache → Create New Cache
- The default settings should work is you have your entire animation visible on your timeline, if you only use blendShapes for a small part of your animation you may explore the options
- Repeat for each mesh with blendShapes
How does this fix things? It creates files in your project directory (yes, you do need to set your project!) with the correct vertex (=point) positions of the deformed mesh. These vertex positions are then directly used for rendering, ignoring all deformers.
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