Hi! In 3.5 there's a selection socket in the store named attribute (also an exists socket in the named attribute node) so you can mask the parts you save the position of. Another possibility that works in 3.4 also is that each "shapekey" except the base one has the vertices it doesn't mean to affect collapsed at the origin, and then apply each shape key by adding the base to a mix between the shape key and 0,0,0, the fac of that mix working as the shapekey factor.
Is there a way to blend more then two shapes iv only got the two working then if i add another mix node it overrides the prior shapes Basically how would you chain off of them
You can chain the mix nodes, and for the factors, use different map range nodes with clamp on. So say you want to change between 4 shapes controlling it with a value between 1 and 4. You can plug the value to a map range that maps from 1 to 1.9 to 0-1, and connect that to the first mix factor, and in parallel to that map range another map range that maps from 2 - 2.9 to 0 - 1 and feed that to the second mix node factor, etc. In my latest video ("turning a bird into a flying flock of birds) I mix between three shapes (see around Minute 4:00). That's a bit of a special case because it's fed with a sine node but maybe the example helps clarify the logic a bit. Let me know if that's clear
@@blendergilads5796 I made need a picture, tried to follow but isnt working The idea is to have them blend when each are set to a value just as real shapekeys do
@@speaker6060 Ah I misunderstood your question before. In that case instead of using mix nodes you should use vector math add nodes and since those don't have a factor, you add a vector math scale node to each "shape key" and that controls the factor for each shape. One thing to notice, since we are saving and setting absolute positions of vertices, you need to subtract the base shape every time you add a shape, otherwise the mesh will grow. Here I uploaded a quick and untidy example of what I'm saying: imgur.com/IJ25RVd (You could alternatively save the relative shapes instead, with the base already subtracted, to avoid subtracting each time)
@@blendergilads5796 Hay just saw this, its working perfectly now, this is amazing We can now have instanced meshes that can also use there own shapekeys separate from eachother. If i need to edit the base mesh it updates to all instances. Perfect! I wonder if an addon/script could be made to automate this, like add and option to the shapekey menu to convert to attributes. That would be alot smoother of a workflow for sure. Anyway thakyou so much for showing this off!!!
@@speaker6060 Yeah, I might make a little add-on to simplify this. Though I'm sure a native solution will come not too long from now. For example, the "node operators" devs have been talking about would probably help.
That's definately interesting. Thanks for sharing.
Thank you!
OMG that gives us also access to vertex groups in GN
thanks
How would you do this if you wanted to have eyes and ears controlled by different facs? Love this method!
Hi! In 3.5 there's a selection socket in the store named attribute (also an exists socket in the named attribute node) so you can mask the parts you save the position of. Another possibility that works in 3.4 also is that each "shapekey" except the base one has the vertices it doesn't mean to affect collapsed at the origin, and then apply each shape key by adding the base to a mix between the shape key and 0,0,0, the fac of that mix working as the shapekey factor.
Is there a way to blend more then two shapes iv only got the two working then if i add another mix node it overrides the prior shapes
Basically how would you chain off of them
You can chain the mix nodes, and for the factors, use different map range nodes with clamp on. So say you want to change between 4 shapes controlling it with a value between 1 and 4. You can plug the value to a map range that maps from 1 to 1.9 to 0-1, and connect that to the first mix factor, and in parallel to that map range another map range that maps from 2 - 2.9 to 0 - 1 and feed that to the second mix node factor, etc.
In my latest video ("turning a bird into a flying flock of birds) I mix between three shapes (see around Minute 4:00). That's a bit of a special case because it's fed with a sine node but maybe the example helps clarify the logic a bit.
Let me know if that's clear
@@blendergilads5796 I made need a picture, tried to follow but isnt working
The idea is to have them blend when each are set to a value just as real shapekeys do
@@speaker6060 Ah I misunderstood your question before. In that case instead of using mix nodes you should use vector math add nodes and since those don't have a factor, you add a vector math scale node to each "shape key" and that controls the factor for each shape.
One thing to notice, since we are saving and setting absolute positions of vertices, you need to subtract the base shape every time you add a shape, otherwise the mesh will grow. Here I uploaded a quick and untidy example of what I'm saying:
imgur.com/IJ25RVd
(You could alternatively save the relative shapes instead, with the base already subtracted, to avoid subtracting each time)
@@blendergilads5796 Hay just saw this, its working perfectly now, this is amazing
We can now have instanced meshes that can also use there own shapekeys separate from eachother. If i need to edit the base mesh it updates to all instances. Perfect!
I wonder if an addon/script could be made to automate this, like add and option to the shapekey menu to convert to attributes. That would be alot smoother of a workflow for sure.
Anyway thakyou so much for showing this off!!!
@@speaker6060 Yeah, I might make a little add-on to simplify this. Though I'm sure a native solution will come not too long from now. For example, the "node operators" devs have been talking about would probably help.