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pailhead
04-05-2004, 11:36 PM
Greets, my first post here, and my first head model. I was really anxious to try and make some expressions for this one, even when knowing that head should use some more makeup. Anyway, this is what happens when i try using morpher

http://tabajara.3d4all.org/wips/smorhpher.jpg

I dont get it, at one point, after seeing this, i made 30 copies of the initial model, and on the first copy i just closed the eyelids by tweaking a few vertices, and that target was accepted well, but the next copy, i tweaked more than a few vertices to make a smile this one had problems. The only difference between the first and the second one is that i moved more vertices in the second one..


Frustrated :cry:

peekoot
04-06-2004, 02:24 AM
let me be the first to welcome you to cgtalk... ;) great forum i must tell you that... :D

about your problem...

maybe it would be safer if you use snapshots instead of just copying the model... obviously, you somehow changed vertex IDs... tell us your modifier stack and exactly from where did you tweak vertices... maybe that will help in finding solution to this...

can't see the image you linked btw... :hmm:

Q'ba
04-07-2004, 03:39 PM
I'd say that MeshSmooth is changing the vertices. Add it after Morpher, instead of before and see if the problem persists.

peekoot
04-07-2004, 04:28 PM
hey... looks cool.. maybe you can use this effect anyway... :p

just kiddin... ;) there's no need in putting meshshmooth below morpher ... you'll just slow things down couple of times.. and you will get nothing but problems... meshmooth comes above everything that deforms (in 95% cases).... use snapshot to make copies of model that needs to be altered...

hope this helps...

pailhead
04-08-2004, 12:54 AM
nope :cry:
i've deleted everything above editable poly and then apllied morpher,
it still gets all messed up.

peekoot
04-08-2004, 11:20 AM
dude, you have to be more specific about what you did in order to receive proper advices...

athenaatje
04-08-2004, 12:57 PM
First off all, if you apply a morpher modifier to the stack, you have to be aware of the fact that the copies (of your model) must have the excact number of vertices. If not, than you're in for some trouble.
What you do is first place the morpher above your other modifiers except the meshsmooth, keep this one above the morpher: this will help you in several ways: 1. you can work much faster, if you model isn't smoothed (make sure "show end result" is turned off on the morpher modifier); second: you will have less difficulties choosing verts, because of the lower number.

Okay, then make a clone of the entire model. Adjust verts, then add the new facial to the morpher modifier on the original model (in the "empty" slots). That will do, if all went well.

Just keep in mind not to add detail to the facials, like don't put on special earrings or other attributes.

Hope this helps!

pailhead
04-08-2004, 10:00 PM
Sorry, i'll prepare a better explanation on exactly what i did, step by step. I've kept vertex number the same, i couldnt even use it as a target if it didnt have the same number of vertices, perhaps it has something to do with the symmetry modifier, because i only worked on one half for the target.

MadeInUterus
04-09-2004, 10:32 AM
that happens because of the symetry modifier, you need to colapse it first.

symmetry mimics the vertex, and the morpher doesn't get that :P .

pailhead
04-11-2004, 12:21 PM
Actually it completly changes vertex ids, kinda ruined my whole concept of modelling those symetrical morph targets.

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