phenobarbidoll
05-01-2004, 04:55 PM
Hi everyone !
I made a model under LightWave, and than created "Endormoph Map" for the face animation of the character.
Under Messiah-animate, I' ve almost finish the setup of the character (Bone_Deform and Expressions are in place). Than i applied Super_Blender to the character in order to re-use "Endomorph Map" from LightWave....and it works.
So now is "le" probleme ;)
When i rotate bones ( like spines or neck...), the character bend OK (not that perfect, i'll work on weight_map later).
http://psykoter.free.fr/anim/ouch1.jpg
When i move bones with a slider of Super_Blender activate, it seem that deformation is not correct, like if the influence of the bone was not enough to reach the chin.
http://psykoter.free.fr/anim/ouch2.jpg
So, as a test, i over-exaggerated the bones influence to make sure polygones will move along.....but the probleme is still here. Then, in the items hierarchy, i dragged" Null->Super_Blender" just under the main object, thinking it will act before Bone_deform....that doesn't fixe it too!
Well well, i was thinking using "MorphBlender", which is more laborious (in fact it's more than thinking because i did it...;) )
I created and loaded the objects in the channels, and it was working fine.
But i don't know why, when i started to create bone the MorphBlender effect didn't apply at all.
If i clik on "over-pass" the Bone_deform effect, MorphBlender is working....and activing Bone_deform stop MorphBlender effect.
Again, moving "Cluster->MorphBlender" in the hierarchy under the main object didn't fixe the probleme.
In the worst case, i'll animate the body, and soft body in Messiah, then bring the animation back in LightWave Layout, and than focus just on the lips sync...but it will be nice to work everything just in one software.
If someone have a solution.....someone...anyone...everybody...
I made a model under LightWave, and than created "Endormoph Map" for the face animation of the character.
Under Messiah-animate, I' ve almost finish the setup of the character (Bone_Deform and Expressions are in place). Than i applied Super_Blender to the character in order to re-use "Endomorph Map" from LightWave....and it works.
So now is "le" probleme ;)
When i rotate bones ( like spines or neck...), the character bend OK (not that perfect, i'll work on weight_map later).
http://psykoter.free.fr/anim/ouch1.jpg
When i move bones with a slider of Super_Blender activate, it seem that deformation is not correct, like if the influence of the bone was not enough to reach the chin.
http://psykoter.free.fr/anim/ouch2.jpg
So, as a test, i over-exaggerated the bones influence to make sure polygones will move along.....but the probleme is still here. Then, in the items hierarchy, i dragged" Null->Super_Blender" just under the main object, thinking it will act before Bone_deform....that doesn't fixe it too!
Well well, i was thinking using "MorphBlender", which is more laborious (in fact it's more than thinking because i did it...;) )
I created and loaded the objects in the channels, and it was working fine.
But i don't know why, when i started to create bone the MorphBlender effect didn't apply at all.
If i clik on "over-pass" the Bone_deform effect, MorphBlender is working....and activing Bone_deform stop MorphBlender effect.
Again, moving "Cluster->MorphBlender" in the hierarchy under the main object didn't fixe the probleme.
In the worst case, i'll animate the body, and soft body in Messiah, then bring the animation back in LightWave Layout, and than focus just on the lips sync...but it will be nice to work everything just in one software.
If someone have a solution.....someone...anyone...everybody...
