Advanced
For Autodesk Maya
Export, import, and transfer blendshape targets, weights, and component selections across same or different topologies at blazing speeds. One native file format that preserves everything in your Shape Editor, plus what Maya leaves behind.
Supporting:
A live UV/Proximity Wrap Deformer is built into the same toolkit.
The toolkit
Keep mesh changes moving through your pipeline with minimal disruptions. At the core, each of the tools pass through the same interpolation logic whether you are transferring blendshape targets, blendshape weights or component selections. In addition, there's a UV Wrap deformer that gives you a preview of pre-baked results or keep the deformer live to drive different meshes.
In production, speed and portability aren't nice-to-haves. Long export and import times stall iteration, and on a shared repo, every extra megabyte slows down syncs and commits for the whole team.
Export time
Import time
File size
vs Maya Shape Editor
Export, import, or transfer: same or different topologies.
The .DELTAS format is a superset of Maya's Shape Editor format (.SHP): it stores everything .SHP does, plus the group directories, visibility flags, and auto-named combinations Maya's native format leaves behind.
Pick a transfer method based on how closely source and target meshes relate, from exact vertex-index matches to fully independent topologies.
1-to-1 by vertex index. For identical meshes: exact, instant copy.
Nearest neighbor in UV space. Best accuracy for retopologized characters with shared UV layouts.
3D distance. For meshes with no shared UVs but close surface geometry.
When transferring blendshapes between meshes with different shapes (same vertex count), closures such as eye blinks or mouth closures will not produce the same results. The Correspondence Group constraints is a solver that will take 2 regions, A and B, and will find the correct closure ratio based on the 2 regions and close the gap for the designated target.
The constraint data is stored within the .DELTAS file format, which can be batch imported onto other meshes with the same vertex count. A huge timesaver for artists or TDs.
For TDs · Riggers · Pipeline developers
Every UI operation is a first-class Python or MEL command. Batch-process a whole scene, rebuild after retopology, push blendshapes to LODs. All headless, scriptable, and pipeline-ready.
Artist updates the mesh. New vertex count, new edge flow. Without ABT, rebuilding the rig starts now.
›Point ABT at the existing blendshape node and the new mesh. One Python call or one UI operation.
›The updated mesh has the same targets, groups, and combinations. Animation can keep working.
from maya import cmdsfrom advBlendshapeTools.api import commandsdeltas_file = "D:/show/rigs/hero_head.deltas"mesh = "hero_head_geo"# Read the vertex count straight out of the file. No import, no temp# node, nothing added to the scene.file_vtx_count = commands.get_file_vtx_count(deltas_file)mesh_vtx_count = cmds.polyEvaluate(mesh, vertex=True)# Matching vertex counts mean the mesh is topologically unchanged since the# export, so a direct index transfer is exact and fastest.# A mismatch means it was retopologized, so fall back to interpolating# across the UV layout instead.if file_vtx_count == mesh_vtx_count: method = "index"else: method = "uv"blendshape = commands.import_deltas(mesh, deltas_file, method)print("Imported {} targets onto {} using the {} method".format( len(commands.get_file_targets(deltas_file)), mesh, method))
Example only. Query the file first and you can branch on topology before committing to an import.
Under USD 100,000 revenue in the last 12 months, or enrolled students and faculty.
Studios, contractors, and any entity above the Indie threshold.
FAQ · End User License Agreement · please read before purchasing. Perpetual license, one seat per person, and your output is yours.