View Full Version : Skin Morph Modifier Q's!
DrZenith 08-18-2005, 12:12 PM Just a real quickie for someone who's used Skin Morph successfully! Supposing I want multiple morphs for one bone with various rotations, for the pruposes of using the paste mirror tool, would it be better to use a single Skin Morph mod for each bone? Only you can't mirror a morph it mirrors every morph to the other bone, meaning that the bone has to be rotated to it's "delta position" right?
It's a real arse to try to explain this question as you can probably imagine, but any help is appreciated!
Thanks!
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Just a real quickie for someone who's used Skin Morph successfully! Supposing I want multiple morphs for one bone with various rotations, for the pruposes of using the paste mirror tool, would it be better to use a single Skin Morph mod for each bone? Only you can't mirror a morph it mirrors every morph to the other bone, meaning that the bone has to be rotated to it's "delta position" right?
It's a real arse to try to explain this question as you can probably imagine, but any help is appreciated!
Thanks!
Only use one skin morph mod on a mesh. I don't know why you would need more. If you only want one morph on one side and several on the other you can just delete the ones that you don't want once the mirror is complete. If this is what you are asking.
Your question isn't very clear.
DrZenith
08-18-2005, 12:40 PM
Thanks for the reply, but what I mean is, in order for the Paste mirror to work, the bone on the target side has to be rotated to the same extreme as the morph bone right? But when pasting multiple morphs how are you meant to get it right if you're pasting to 5 rotation of a bone.
No it doesn't, just make sure that you are at the base pose when you do the mirror.
DrZenith
08-18-2005, 10:56 PM
Ok, well thanks anyway but I'm having no luck. I Mirrored it from the defualt position and it doesn't seem to be doing anything.
The exact situation is morphin a shoulder joint. I have about 6 morphs for different angles of the Upper Arm. For example, arm down, up, forward etc...Hope this makes my question easier to understand.
Thanks.
Paradyce
08-18-2005, 11:22 PM
Hello I have another morph question:
I have an animation of a heart beat where the geometry is 5 seperate peices put together to form the whole heart. They are individually morphed to a bunch of targets to make everything move and work together. Is there a way to collapse the a morph modifier so that the mesh still animated...like on a vertex level or something??
Thanks,
Bob
ChrisWalker: I would have to see the rig then as this works fine for me.
Paradyce: Use the point cache modifier for this.
DrZenith
08-19-2005, 08:04 AM
Thanks for the help PEN!
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08-19-2005, 08:04 AM
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