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snot_nose
01-04-2003, 10:40 PM
i just merged a character from a different scene file and i want to make a new animation with it.
but it seems that the keys of the morph target from the previous scene still work even though they DO NOT exist on my interface.
is there a special way to delete those keys?

Dave Black
01-05-2003, 01:41 AM
Ya mean like...in track view? Is the mesh vertex animated? If so, you're quite out of luck.

If not, check it out in track view.

-3DZ

:D

snot_nose
01-05-2003, 01:59 AM
i guess i am out of luck.
it doesn't appear even in the track view.

but i just found out that it's not because of the merge.
it is like this also in the source scene

Dave Black
01-05-2003, 03:15 AM
Could you clarify a sec? Are you talking about the Morpher modifier, or are you talking about a morpher compound object, or are you talking about a morphed vertex animation?

-3DZ

:D

forgetful
01-05-2003, 05:25 AM
By any chance is the animated morphed object linked to anything or say skinned to a bone? If so, try unhiding the object that it is linked to.

LFShade
01-05-2003, 07:40 AM
Clear Modifier Animation Script (http://www.zeetec.net/host/lfshade/ClearModifierAnimation.ms)

Download this script (right-click and save as...) and run it with the errant object selected. This will kill all modifier-based animation on the object. If the unwanted animation persists afterward, then the morpher itself is not the problem.

snot_nose
01-05-2003, 10:17 AM
3Dzealot: i'm talking about a morphed vertex animation, i'm using it for facial expressions.
forgetful and LFshade:
i tried both what you said, but none of them worked out.
maybe the morpher is not the problem. i don't know.
it's like the morph keys don't appear anywhere but they still exist since the face is still changing his facial expression.
so i can't even edit those keys, because they are not really visible.

strange

this is what i say everytime i run into this kind of problems:
"maybe it's a bug"

i was sure that i'm finally out of the technical problems and can start to concentrate on animating. but it seem endlees :annoyed:

anyway tanx for all of you trying to help :thumbsup:

LFShade
01-05-2003, 05:56 PM
I'm not giving up yet! Intellectual curiosity makes me want to figure out and solve your problem. It sounds like you may have some vertex-level animation happening, though I don't know why you wouldn't be able to see the keyframes for it. Here's one more attempt at a scripted fix-it:

Cross-your-fingers-and-hope-this-does-the-trick script! (http://www.zeetec.net/host/lfshade/fixanimation.ms)

Again, run it with your troubled object selected. If this don't do it, I'm perfectly stumped!

TheDevil[DK]
01-05-2003, 06:29 PM
Do you think that the "KillAnimation" script from Blur script does work ?

Try: www.scriptspot.com


Else u might just use the "Snapshot" tool in 3dsmax, just look in help file

snot_nose
01-05-2003, 06:42 PM
:cry:
didn't work either. it deactivated the channels but the keys still exist (the channels' numbers still go up and down), and the keys are still invisible. but hey maybe the problem is not with morpher.
like when i used win 98 my morph modifier didn't work at all, and people told me that i need to change my operating system, so i moved to XP, maybe it could be a similiar problem ? (XP problem?)

what i'm going to do now is extracting my channels then deleting them and then i'll pick them again. it works fine for deleting but it's a shame that i can't edit my keys. i can't even use the "create key" in the track view.

if you are still curious i can send you the file with the morphed face.

snot_nose
01-05-2003, 06:56 PM
Hello DK
i didn't understand how the snapshot tool can help me here.

anyway i did try to look over scriptspot. i found some morph scripts over there, one of them is called morph key and sounded like something i can use, but i think it was made for max 3 and i use max 4.
i found some other scripts like morpherman but they didn't work out for me, they had some missing files, but i will look out for those files.

LFshade: do you know if those scripts that u sent me also work on max 4?

Null_Object
01-05-2003, 08:44 PM
Heres a simple approach. Why not delete the keys from the morph target from the original scene that you merged from? Do you need these keys?

snot_nose
01-05-2003, 09:46 PM
Hi null
this what i wanted to do from the begining! but the problem is that the keys are invisible, they don't appear anywhere. i even used the script that LFshade sent me for deleting modifier keys and it didn't work.

Null_Object
01-05-2003, 09:57 PM
Hi =)

So your saying from the original file that you merged from you can not see the keys!?

Null_Object
01-05-2003, 10:00 PM
Maybe my solution sounded alittle weird let me repost as I put myself in your position and I didn't even understand my solution.

Go back to you original scene delete those keys save as something else then go back to the scene you want that obj in and re-merge and see what you get. Have you done this yet?

What I was also wondering is if you needed these keys from the original scene?

snot_nose
01-06-2003, 12:09 AM
actually the scene that i merged from also had "invisible keys"
i went to a much older scene of my object and i found that keys over there ARE visible and can be edited. it is an old version of my object but at least it works fine.

i have no idea what happened to my keys, maybe a bug,
anyway now it finally work fine, i just hope it's going to stay this way. :rolleyes:

Null_Object
01-06-2003, 05:09 AM
Yes 3d max can be buggy at times. remember a time when we were producing out to ntsc format so we needed to render in odd fields. For some reason about 30 frames of the animation would not go into odd fields no matter what we did we ended up cutting the 30 frames out.

snot_nose
01-06-2003, 11:00 PM
DAMN, my keys are invisible again!
i think it might be something with the block controller, but i'm not totaly sure.

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