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clalan
01-20-2005, 03:56 PM
Hi,

I want to create morph targets to fix deformation problems. I would like to be able to adjust my mesh while it's displaying the changes that will be induced by the skin. for instance, I want to fix the pelvis / thigh area while the character has his knee up, then move his knee down again and turn it into a morph target.

I figured I could put the character in the deformation pose, save my weights (baked vertices), collapse the mesh and make my changes, reapply the skin and load the weights again, move the character back in crucifix and collapse the mesh as morph target. but when I did this for the pelvis / thigh area (saving, collapsing, reapplying, .. without changes to the mesh) it created deformations around the knee and pelvis when I put the leg down.

I'm using Max 6.

thank you in advance for your help!

Alan

HyMz
01-20-2005, 07:13 PM
You should use the morph angle deformer in the skin modifier, it's pretty much designed for that ;)

I made a tutorial for that, however the tutorial is written in dutch.
Don't know if you can read dutch :P
http://members.home.nl/mark.s/tutorial/
:)

clalan
01-20-2005, 09:19 PM
thanks HyMz, that's exactly what I'm looking for. it doesn't seem to work if the parent is a helper object, tho. but I can just put a null bone in there, between my helper and bone! at least, that's what I'm going to try now :)

Alan

...

come to think of it, it would still be nice to be able to create cloned morph targets like that so you can script em instead of letting max handle things. I'm thinking of stretching and squashing..

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