View Full Version : help my teeth have fallen out!
Harrad 09-30-2002, 11:47 PM Ok, so heres the situation. I've made my face and the teeth and gums is a seperate object. But then i couldn't set up morph targets. so i added the them all together to get one object with different elements and gave them all differnet mat ids. and then i can animate it all. but this gets a bit cluttered, i was wondering whats the best way to set up a face with teeth for animation, and making the gums stick to the skin. not too important, as the way i'm doing works, but i was just wondering! thanks alot...
-Matt :D
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zurfer
10-01-2002, 11:46 AM
What you can do is attach the gums and teeth together as gum top and gumbottom or something like that and then copy the head and both gum objects and make your morphtarget with that head and pose the gums in an appropriate way. Now attach the first two gums and head together and remember the order in wich you did it, i usually select the head then attach the top gum firts then the bottom and then the tung if you have one. Now put a morph modifier on his object. then repeat the attach on the morphtaget you made in the same order as you did before: select the head (name it Jawopen or what ever is an appropriate name for that morph) and attach the top gum the bottom gum and tung if you have one.
Now just load the target in the morph modifier and voilla.
It´s really important that you attach the parts in the same order or they will morph in an undesired way.
And allso always keep a original head and gums unattached and just copy that when making a new morph so you can rotate or manipulate the gums for the morph, then just attach and add in the morph modifier.
Hope this helps .
Peter
mo_pic
10-01-2002, 03:17 PM
Why would it morph in a different way?
Vertex numbers?
How does MAX recognize vertexes (for morph).
CapnPanic
10-01-2002, 04:18 PM
exactly, max keeps track of all that stuff via vertex numbers, and when u attach something, all of its vertices get renumbered as part of the original object. so if u attached the top jaw first and lower jaw second on one morph target and the lower jaw first and upper jaw second on another target, then when you belnded between the two, the upper and lower teeth would most likely swap places, resulting in scary morphing hehe
The way I do it (dunno if it's right but works for me) is to have teeth/gum and head separete. The jaw movement is done through bones and not morphs and the teeth are linked to the jawbones. This makes sense because morphs happen linear and not in an arc as jaws obviously do. The morph targets are then fit to work with either the jaw open or closed.
Wiro
Harrad
10-01-2002, 06:35 PM
thanks for all the replys.
zurfer-sounds good. just a bit complex
pic and panic- i don't really know what you mean, i think you got the wrong end of the stick. i ment i need a simpler cleaner way of doing it.
wiro- thats the first way of doing it, but if you have the jaw bone attached to the gum/teeth and then the skin (head object) morphing over the top. do you animate them seperatly (sp?) or is there a way of linking them so when you move the bone the skin moves or vise versa.
mo_pic
10-02-2002, 11:51 AM
What I would like more is:
wire the morph targets with the jaw bone, so when I set up a key for ‘A’ or ‘O’ it automatically rotates the jaw.
One way of doing it.
But I think I’ll stick to the method described by zurfer and Capn_Panic.
Sometimes you need some tong movement and setting the morph keys in that way would be faster then morphing it or making a separate bone object for the tong.
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