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Bezerker75
08-08-2002, 07:18 PM
Ok...I have been thinking about this alot and can't seem to figure out a way to do it in max....so here's the question for you all to figure out....

if you have a character mesh and it's all one object...is it possible to make morph targets without duplicating the entire mesh....I mean if I just want to do facial animation using morph targets and body movements using bones...how can you achieve this? it's seems really dumb to have to use the entire mesh for the morph target....I know maya can do this using wrap objects....I was just wondering if anyone knows a way in max???

anyway, if it's not possible and someone here knows max scripting I have a great way to do it...it's just I don't know how to script....anyway...it would be great if someone could figure this out!!:thumbsup:

catbells007
08-08-2002, 10:10 PM
Its not possible because the target mesh has to have an identical number of polygons in the same order.

Bezerker75
08-08-2002, 10:20 PM
I know...but it should be possible....lol...it is kind of a pain in the A$$ to duplicate the whole mesh especially when you have like 20 different morph targets...just makes the file very heavy and hard to work with...

catbells007
08-08-2002, 10:25 PM
Its only actually animating the vertices that are moving in the targets so the fact that its an entire mesh shouldnt really slow things down any (in theory).

If the files size is getting too big though because of all the targets you can actually delete the targets once they have been picked. They can also be re-extracted then later should you need to, as i think they dissapear from the track view once they are deleted from the scene.

Chris
08-08-2002, 10:29 PM
You could try detatching the head, then do your morph targets from the detached head and assign a morpher modifier.

Then above the morpher modifier assign an editmesh modifier. In that editmesh modifier, attach the body.

Then above the edit mesh apply your physique or skin modifier. In physique you can assign the vertices of the head as 'rigid' or 'unyielding' or something like that so the bones don't distort the mesh. In Skin I suppose you would have to weight all the head vertices so that it is deformed by one bone.

It should work, as the morpher will run before the edit mesh which runs before the skin etc. I'd test it out first to see if Max runs stabily though... :beer:

Black&White
08-08-2002, 10:43 PM
also use POINT CACHE on head. if you think viewport performace going down.

Bezerker75
08-08-2002, 10:45 PM
thanks man I will deffinately give it a try!!! also I usually animate and bone using my low poly mesh then apply a mesh smooth...I guess it would have to be meshsmoothed first to do all that..so that it wouldn't separate...hmmmm..food for thought though!!

Chris
08-08-2002, 11:15 PM
naa, just chuck the meshsmooth on at the end - unless you are doing your morphs on the meshsmoothed geometry? I wouldnt though. It will be a lot less processing, if you do all the modifiers on the lo-poly model & then just meshsmooth it at the top of the stack (followed by a mesh select to speed up the viewport again)

[edit] Oh! I see what you mean, so that the meshsmooth won't separate the head & body? In the edit mesh modifier just weld the head vertices to the corrisponding body vertices, so there is no join. As far as the Meshsmooth is concerned it will be getting one solid mesh, so you won't get any problems there...

Reality3D
08-09-2002, 09:02 AM
I read a Method in Michael Comet webs to morph a seamless body without doing allbody targets. Basically it implies adding a editable mesh modifier after morpher, ataching the body to the face and welding vertices. But better if you read the original
http://pub44.ezboard.com/fcometcart...picID=156.topic

It's near the same as Chris method

johnny_riptide
08-09-2002, 01:13 PM
Bezerker75:

Attach-O-Matic of Di-O-Matic's Morph Toolkit is what you're looking for.

Check it out here and watch the the online Quicktime demo. It does exactly what you're asking.

Morph Toolkit (http://www.di-o-matic.com/products/Plugins/MorphToolKit/demo.html)

Bezerker75
08-09-2002, 02:07 PM
chris and Reality3D: thanks for the tips it makes alot of sense...I think it's gonna work....

Reality3D:the link you posted says it doesn't exist anymore?

johnny_riptide: that is pretty much exactly what I was looking for!!! thanks man..and the price isn't too bad either!! anyway I may end up going with Di-o-matic.....just testing different things right now...

anyway thanks for all the help guys...I really appreciate it!

johnny_riptide
08-09-2002, 02:15 PM
Yeah, the price is pretty fair. Right now they have a great special going - buy Morph-O-Matic and get Morph Toolkit free!

Reality3D
08-09-2002, 02:47 PM
http://pub44.ezboard.com/fcometcartoonsfrm5.showMessage?topicID=156.topic

Try now :)

Bezerker75
08-09-2002, 06:47 PM
thanks the link works now!

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