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View Full Version : Morpher & turbosmooth.


musashidan
10-18-2005, 10:52 PM
I've just finished a long process of creating about 22 morph targets and wiring them all to an extensive control board via reaction manager only to discover that i cannot change the render iterations to 2(Turbosmooth) without breaking something somewhere.
All the morph targets have the same TS iteration settings as the base mesh viewport 1, render 2.Problem is:when i set the base mesh to 2 render iterations the morphs work in the viewport but they wont show in the render.If i set both to 1,it's fine all round.
If i attempt to remove the turbosmooth and replace it with another or move it in the stack the wiring breaks?

Irfan
10-18-2005, 10:56 PM
It sounds like Turbosmooth is below the Morpher, correct?
If that's the case, you are changing topology on rendertime which of course breaks the morpher. You have to put it on top of the morpher.

Hope this helps,

musashidan
10-19-2005, 12:27 PM
I've tried that as i've explained in the above post.What i've also said above is that the topology should already be broken as the targets are render iterations 2 whereas the base mesh is only 1.This works oddly enough,that is, until i change base mesh to 2(same as targets)which is when it fails.this dosn't make sense to me as,logically, it should be the other way round.:shrug:

PEN
10-19-2005, 12:42 PM
Take TS off all the targets. Add morpher to the original under TS. Add all the targets to morpher.

musashidan
10-19-2005, 04:17 PM
Thanks Paul,but will removing the morpher and applying a new one not mess up all the wiring i've done?
What if i just remove all the TS modifiers and reapply them?

Irfan
10-20-2005, 11:46 PM
I'm not getting why there is a TS on the targets.. could you explain?

A typical layout would be like this

Targets are as is - Base mesh

Animation mesh modifier stack looks like this
--
Turbosmooth (set to whatever)
Morpher
editable mesh (or poly)
--

Chris Thomas
10-21-2005, 10:55 AM
This topic is pretty much covered in my Proceduralism 1 DVD. Rigging is to some extent a procedural topic, and in this case you are falling foul of the whole topolical dependancy issue i.e.

Base Mesh = 20 verts, so all of your Morph Targets should be the same vert count and indeed exactly the same mesh as the base mesh. Popping Turbosmooth into the mix is not going to help things. Get rid of TS for now, and get your morph targets working correctly. if this means you have to start the rig from scratch, so be it, rigging is a learning process and sometimes starting from scratch is the best option, to build from a good foundation rather than cobbling on a wonky one.

When you have morphing and skinning working you can add TS on as a final step, ONLY on the rigged mesh (not on the morph targets) and you should have a working mesh. As I said, my DVD covers this pretty well. Here it is...

http://www.cg-academy.net/pages/topic_workflow/dvds_3dsmaxworkflow2/dvds_3dsmax_workflow_02.htm


http://www.cg-academy.net/pages/topic_workflow/dvds_3dsmaxworkflow2/packshot.jpg (http://www.cg-academy.net/pages/topic_workflow/dvds_3dsmaxworkflow2/dvds_3dsmax_workflow_02.htm)

Cheers

PEN
10-21-2005, 11:23 AM
Irfan, Good to see you here. The work that you guys do is out standing.

musashidan, you shouldn't have to remove the morpher just move it down in the stack and update the targets with ones that don't have turbosmooth on them.

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