View Full Version : how to save morphings in (text)files?
hi, i have a character, biped and 20 morphtargets for facial expression in scene, to prerender a sprite?
is there any possibility, to load morphanims onto my char like bipanims, so that i can use only one scene to render without merging the morphanimated char over and over again?
Is there any morph-plugin, that supports that feature or has any of you experienced the same lack and wrote a small import/exportscript that he/she wants to share :)
06-15-2005, 11:46 AM
I'm not sure if it'll do exactly what you're after, but we found Magpie Pro will do a similar thing for our game animations. It's much quicker to set up the morph animations than using morpher in max and it exports in loads of formats. For our needs we only needed a text output that says which morph to use when, it never needs to go back into max. It might do what you want or simplify the process.http://www.thirdwishsoftware.com/magpiepro.html
thanks so far....but i dont really get the workflow here...
what i want to do is, to render the sprite in max, using characterstudio and for the facial expression i want to use morphtargets
but in order to get the readymade morphanim, i have to merge the morphing into my szene,
by replacing the actor, i dont want that, i want to handle the morphanims with animfiles to protect my renderscene...
06-16-2005, 11:33 AM
Then I don't think it'll do what you want. Although it'd be quicker to do the animation (and it could be semi automatic) you'd still get a load of morph target data out of the export and you'd still need to import it to max.
Maybe there's a plugin that does what you're after, but I don't know of one. Sorry.
06-16-2005, 11:59 AM
if it has the same layout of morph targets, and names, and channel order, you can use the merge animation dialog in max. We are currently using it to merge in 3D generated lipsynch onto a variety of different shaped mouths but from a default lipsync file. We knew we wnated to do this so made sure all the characters phonemes matched the naming convention and order.
i never really recognized that button...thx
i think the merge animation solution will work for me :)
How about this...
Animate the head morphing in a file, we will call that morph.max
In the character animation scene xRef in morph.max.
Add a morpher modifier to the character and select the head that you xref'd in the only target.
Dial the target to 100 and set morpher to automaticaly load targets.
Use the point cache modifier.
Animate the head in morph.max.
Point cache the animation.
Open your character animation file.
Add point cache modifier to the head and load the cache file that was saved from morph.max.
Does that help?
the first solution will not work for me since i have max5.1
but the second is interesting too, and that works even better than merge animation...that gives me a feeling of loading morphanims :)
i thought, i was familar with max, but that wasn't true :)
thank you guys
06-16-2005, 02:54 PM
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