The Morph Deformer or the Blend Shape is the ultimate one of skin deformers and is used where the total control over the shape of deformation is required.
The Non-Rigid deformer will only get you half way to your desired shape by moving the vertex cluster into the appropriate position, but it will be left up to the artist to sculpt the region further into a Morph Target to produce the desired look.
In some cases Character Riggers use additional modifiers (Cluster Deformers, Sculpt Deformers, Muscle Systems) to push vertex clusters around to help artists up the pipeline to sculpt desired shapes.
Using 3D scans as corrective blends, in this case, is highly desirable as the muscle volume gets preserved.
The face is the most important part of an actor's body and dedicating a substantial amount time to 3d facial animation will certainly make your work stand out from the rest!
Corrective Body Targets
Corrective morphs can also be used when repairing skin deformer artefacts on the Digital Double's body.
The way this works is when the skeleton strikes a certain pose, the morph target gets activated, thereby modifying the final look of the deforming geometry.
Corrective Targets can also be used in conjunctions with animated Textures to drive Albeido, Normal, Displacement and Blood Flow maps through the use of Optical flow transitions.
If you have any wishes, suggestions or feel this article could be improved, please, do not hesitate to leave us your comments in the section below and lets
Professional 3D Modeler with 17 years of combined VFX and Games experience, managing Vancouver-based 3D Scanning Studio,
Servicing Visual Effects for Film, Television, Games and Virtual Reality production studios.