m.b.
07-19-2002, 09:25 PM
hi, i was wondering if anyone has experienced similar difficulties with morpher & physique & know if this is a bug or if i'm doing something wrong: i've got a character mesh with a separate body & head (split at the neck), morpher applied to the head & then physique applied to both body & head (so morpher is below physique in the stack). physique is initialized to the biped skeleton & head verts are assigned as rigid & unblending to the head link.
now when you turn the head left & right & a morph channel is active, the morph displaced verts get distorted from their proper position. there's no distortion when the head is in its initial pose, or when you tilt it up & down.
all the geometry was reset-xformed & pivots set correctly before morpher & physique were set up, no kind of extra scaling or editing was done on the mesh, & there are no overlapping envelopes over the rigid head verts. i also tried exporting the mesh as a 3ds & reimporting in case it was some problem with the epoly data.
i've even reproduced this on another mesh- you get the same distortion of the morphed verts when you turn the head left & right.
if you want to have a look, i've uploaded a couple of example files with a simple subdiv mesh & the morpher>physique setup (it's a different mesh to the one that's been giving me the problems, & the same thing happens with it).
the first scene is the mesh before physique is initialized (so you can see if i've done anything wrong) & with a biped ready to be used, & the second has a rough physique setup where the head verts are rigid. just scrub the time slider to see how the morpher distorts as the head turns.
you could just d/l it anyway & get a free crappy subdiv :)
cheers
now when you turn the head left & right & a morph channel is active, the morph displaced verts get distorted from their proper position. there's no distortion when the head is in its initial pose, or when you tilt it up & down.
all the geometry was reset-xformed & pivots set correctly before morpher & physique were set up, no kind of extra scaling or editing was done on the mesh, & there are no overlapping envelopes over the rigid head verts. i also tried exporting the mesh as a 3ds & reimporting in case it was some problem with the epoly data.
i've even reproduced this on another mesh- you get the same distortion of the morphed verts when you turn the head left & right.
if you want to have a look, i've uploaded a couple of example files with a simple subdiv mesh & the morpher>physique setup (it's a different mesh to the one that's been giving me the problems, & the same thing happens with it).
the first scene is the mesh before physique is initialized (so you can see if i've done anything wrong) & with a biped ready to be used, & the second has a rough physique setup where the head verts are rigid. just scrub the time slider to see how the morpher distorts as the head turns.
you could just d/l it anyway & get a free crappy subdiv :)
cheers
