All posts tagged seUVBlendShape

Time has gone fast and it’s been almost 1 year since I released seUVBlendShape. First I want to thank all of my supporters who have bought this tool and have appreciated it’s usefulness in their projects.

In celebration, I am doing a 50% discount off the original price. So for $20 USD, you can get the full version. Many people have downloaded the trial and now is a great time to upgrade and enjoy all of the features.

Go get it today at

Thanks again and enjoy!

Autodesk just recently released Maya 2017. Which means another round of updates for my two available plugins; sePushPullConstraint and seUVBlendShape. The big change this time around was the update to Qt version 5. Though the conversion from version 4 to 5 is not that difficult, it does make it incompatible between the two versions. Thankfully, someone has already wrote a nice Python module to make the code work in both. So for those tools that are using PyQt and want to make their user interfaces compatible, take a look at this handy code.

That’s all the updates for now! Enjoy!

Although I have released an update to seUVBlendShape to work with Maya 2016 extension 2 a couple months back. I have just finally updated the trial version to also have this supported as well. My current subscribers should have already have the update and for those who are already using extension 2 and want to test the plugin and tools, you can now do so by going to the trial download page here:

Thank you all again for the support for those who purchased a license. Maya 2017 is just around the corner as well, so I’ll be excited to see any improvements I can make for future releases!

Enjoy and thanks again!

For those have been interested in using my seUVBlendShape plugin and tools, now there is one more reason to jump aboard! Coming soon a GPU accelerated version will be available in Maya 2016. This adds a good amount of performance and playback speed. For a little demonstration on this new addition, take a look at the video below:


Not too long ago I finally released my UV BlendShape deformer and received lots of positive feedback. One thing that I didn’t think about initially was other than watching my videos for demostration, how are they going to know how it will benefit them? I decided to come up with a plan for a trial version and began tossing a few different ideas around on how I would deploy such a thing. At first I was going to do a time trial, but that was too difficult to get working perfectly without someone easily getting around it or making it a big pain for the user and myself. I can now understand why there are license servers that manage these things now.

To make it easier for myself and everyone, I decided to just add a couple limitations to the deformer. So there is no time restriction or how many times you can use it. The only limits are that it will only work on geometry with 3,000 vertices or less and only up to 3 targets. I hope that will allow for some everyone to evaluate the tools before committing on making a purchase. All the tools and examples that are included in the full version are in the trial.

So if you were curious about the seUVBlendShape set of tools but didn’t want to put the money down yet. Please give it a try and see if that will help your decision. I appreciate your support and hope you enjoy taking it for a test drive.

Get the trial version of seUVBlendShape here!