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fabriciomicheli
08-06-2002, 12:13 PM
Hello.
I've had a lot of problems with the morpher modofier. I really consider it's very important in animation, but I think there could be another ways to animation.

I'm wondering what kind of tools and techniques may I use to animate without morpher modifier (mainly, in facial animation).

Would you tell me?

Thanks pal.:thumbsup:

Iain McFadzen
08-06-2002, 12:59 PM
You can use bones for facial animation. It's an absolute pig to set up correctly but the results can be excellent.

johnny_riptide
08-06-2002, 02:17 PM
Take a look into the Cluster-O-Matic (http://www.di-o-matic.com/products/Plugins/ClusterOMatic/index.html) plug-in.

I've been having a lot of fun experimenting with Cluster-O-Matic. You can link dummy objects to a soft selection of vertices so you can then animate the dummy objects to create the facial animation. The trick is to animating the dummy objects. What I'm doing is creating splines for the dummy objects to follow, and then applying a path constraint position controller to the dummy object.

Now, the premise here is to strategically place splines on the facial model where you what the lines of muscle contraction to be. Then, the skin will follow the dummy objects that have been constrained to the motion motion splines.

The way that I have been creating the splines is by selecting edges of the facial mesh and then using the "Create Shape" tool.

Does that make sense?

FatAssasin
08-06-2002, 06:03 PM
I really like the spline idea. That makes total sense. Thanks!

But what's the difference between Cluster-O-Matic and just using a soft selection and a linked Xform modifier?

johnny_riptide
08-06-2002, 07:33 PM
But what's the difference between Cluster-O-Matic and just using a soft selection and a linked Xform modifier?

The concept is the same, but it's a hell of a lot easier with Cluster-O-Matic. Cluster O Matic is just an extension to the Linked Xform. If you're using alot of dummys, your stack turns into a nightmare fast.

LXform
Editmesh
LXform
Editmesh
LXform
Editmesh
.
.
.
. Yada,Yada

Cluster-O-Matic takes up one slot.

But yeah, give it shot with linked Xform, it'll still work!! Cluster-O-Matic's only $125, so it's a good investment if you'll be doing a lot of this kind of thing. Try their free demo befor you buy.

Hook them up to some wire expressions or "sliders" and then BAMB!! You're in business.

If you're really ambitious, try incorporating some expression controllers so you can make the motion of one dummy the function of another. There's a lot of potential with this.

cgSquad
08-06-2002, 10:08 PM
Originally posted by fabrizzzio
I've had a lot of problems with the morpher modofier.

Can i know what kind of problems you have with default modifire..?

I am using Morph-0-Matic. My fav. advantage of this is that you can set morph value negative. Yes less than 0. This alows me to use less morph targets.I dont know wether max5's new moprher support this or not.

I have found morphing better than vs bones/spline/clusters. Yes they are good in special cases. Like ears,cloths,......

with morph-0-matic i dont create letters morph targets instead i create mouth open, smile and some others to create complete facial animation. My new toon chracter only uses 11 targets with combo of WSMs and FFDs morphing attached to head. And my toon charcter can express lots of expression(which im expecting) with great amount of performance in viewport.

animating more than 1 min facial with bones/spline/clusters is realy a hard pain for me, It is a lot labour work.

btw max5 morpher and morph-0-matic are prograssive morphers.

fabriciomicheli
08-07-2002, 11:28 AM
Thanks guys.

You say using "Linked XFORM" like a tool for animation. Where coull I find more info about that?

CGSQUAD : Well, my problem is a bug with the morpher modifier. It really s****! it seems it is a OS bug (im with the unpredictable win98):D
One thing more: what are you talking about when you say "clusters", and what about using splines? Can you tell me more of that?

Reality3D
08-07-2002, 02:27 PM
fabrizzzio, read this:

MORPHER
· Windows 98 or Windows ME may loose adequate system resources (UI elements may no longer display) through scrolling the Morpher Channel List, repeated interaction with Morpher scene elements, or simultaneous use of 3ds max with other applications that require large amounts of resources. To resolve the problem, save your file, exit, and re-launch 3ds max and/or close other resource intensive applications. If possible, avoid excessively scrolling the Morpher command panel when using these operating systems.

cgSquad
08-07-2002, 03:55 PM
Yes Reality3D is right. A strongly recommend win2k no matter what 3dpackage you use.

The main reason for this bug i think is bad memory managment of win98. Every morph target has vertex info in unique memory also uniuqe from its target mesh object. becaue if you delete you target objects. Morph targets are availbe in morph modifire. More morph targets Means require more memory Means you need more faster accessANDwrite to many memory locations. Thats why win98 bugs.

It will be a poor step to stay with win98 and leave morpher and chose an alternative.

In some animators use cluster,bones and/or splines for facial too. But they need a lot carefully rigging. some studios have depertment to do so.

i recommend you to use morpher+win2k. You can use WSMs too(see anibal.max in max4 scene). You can also use WorldSpace FFDs as morph targets (very very usefull).

Cluster is a term use in maya and other apps too. Cluster is not an official term from discreet.

Cluster = Linked Xform + SoftSelectedVertces/SelectedVertces

i use a script for aid. i dont remember where its belong. You can also use cluster-o-matic.

SPLINE : i used it on my snake like character'head(the stucture of head). You need clusters to animate spline. You can add bone/spline/geomatric object in skin modifire. SplineIK has come too.

I saw some game animators use cluster to deforem thire chars head.

If you have created ani character and you want the best method. than post a couple of snapshots of your model. Tell about you skill level. Every body is here to give advice.

About LinkXform. i am going. post a new thread "How to use LinkedXForm"

Check KiethLango (orl dont remember) And M.B. Comet www.comet-cartoons.com FACIAL TUTORIALs.

fabriciomicheli
08-08-2002, 11:37 AM
MANY MANY MANY MANY MANY THANKS!!!! to you CGSquad and everyone who helped me!!!!:thumbsup: :thumbsup:

catbells007
08-08-2002, 03:44 PM
Originally posted by cgSquad


with morph-0-matic i dont create letters morph targets instead i create mouth open, smile and some others to create complete facial animation. My new toon chracter only uses 11 targets with combo of WSMs and FFDs morphing attached to head. And my toon charcter can express lots of expression(which im expecting) with great amount of performance in viewport.

---------------------------------------------------------------------------

I am using Morph-0-Matic. My fav. advantage of this is that you can set morph value negative. Yes less than 0. This alows me to use less morph targets.I dont know wether max5's new moprher support this or not.



cgS: Just wondered how you are using WSM's & FFD's to deform your character. Do you mean you are using these to deform the mesh for creation of the morph targets? Or that you are adding morpher modifiers directly onto the FFD's (space warps) and manipulating the mesh in this way?

Also it is possible to dial in negative values into the morpher all you have to do is uncheck the Use Limits box in the channel parameters rollout.

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