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View Full Version : How to use both Morpher and Skin?


Cozmo
06-09-2005, 07:12 AM
I'm trying to create a facial rig for a head but it turns out that morpher and skin can't work together the way I want them to.Is it possible to rig just the jaw and the eyes and use morph targets for the mouth and nose for instance?I made a test object just to see how skin and morpher work together. It won't work if morpher is on top of the stack for whatever changes I've made using the bones (the skin mod is below morpher) they dissapear when I animate morhper's channels, logically enough, since the morph target is not affected by skin. If skin is on top it works fine until I start using skin's gizmos to fix weird bending and twisting of the geometry.
So what should I do, how to use morpher and skin together?

Thanks

salmonmoose
06-09-2005, 07:35 AM
usually I'd have the head as a seperate mesh (otherwise you have to save the whole mesh as a morphtarget).

so the stack on my head would be:

mesh smooth
skin
edit mesh (attach your body in this)
morpher
editable mesh

Cozmo
06-09-2005, 12:10 PM
Do I have to assign the morph targets and all before I assign skin, I mean I see your stack, but I've just started to add bones to the skin and I'll have to assign morpher later on but I'll move it below skin. Will that be a problem?

FYI I don't have any body(not me, the model), it's just a head, but it would be a great way to do it the way you told me.

And still if I apply gizmos to correct the wrong bending in skin and animate morpher(which is below skin of course) I get strange bending because of the gizmos.

igor_pili
06-09-2005, 12:33 PM
Just wanted to say that the morpher just stroes only the verices affected, so if you load the while body, but only one vertice is moved, only that is stored. You can see the size of the morph in the modifyer (can really remeber the exact place).

If you r using max 7 try skin morph, that works quite well for correcting deformations, without key framing it (do a search in the forum for this for more detail).

Hope this helps a tiny bit :)

Cozmo
06-09-2005, 08:50 PM
Here, try out the file, move the bones to deform the box then use morph to blend it with the target object and see how disturbing it becomes. I don't want that

eks
06-10-2005, 03:37 AM
just saw your file and... yeah, i donīt think it was supposed to do that...

but notice that when you first turn the bone, then apply the morph, it blows when two vertices touch each other. now, if you apply the morph then turn the bone, it does not blow up, but the deformation is not really correct anyway... (but still less distorted :)).

one possible work around is using bulges, and/or joint angle deformers. actually, for that kind of volume and deformation, i think deformers would be more appropriate.

sorry couldnīt really help much. :shrug:



eks

Cozmo
06-10-2005, 08:13 AM
The verts go outside the envelopes of skin when I blend shapes with morpher, that's why bones can't bend it correctly afterwards

malleus_46
06-10-2005, 08:49 AM
You can assign morph targets at any stage, heck you can even add the modifier itself well after you've done your skinning work. Whatever happens before the Skin modifier doesn't really matter, as long as it doesn't changed the vertex order.

However...

If you leave the skin modifier with the crappy envelopes doing all the work, you're asking for problems. Use the envelopes to give you a rough starting point, then edit your points by hand or paint them. Basically you want every single point in your skin modifier to be set to absolute by the time you're done with the weighting process, so that changes upstream wont break the weights.

m

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