View Full Version : Lightwave endomorphs
timnhe 08-03-2006, 02:19 AM Hi, iīm doing a little animation in messiah and my model was modeled in lightwave. It has a few endoMorphs and now that I have the body animation finnished, my the second task is to make it the facial animation.
the problem is that when I activate the bones on the character body, the morphs of my head are distorted :argh:
see the examples please
http://perso.wanadoo.es/tim_nhe/imagenes/no_bones.jpg
http://perso.wanadoo.es/tim_nhe/imagenes/with_bones.jpg
Do you know the problem?, there are a solution ?
Iīm using the suplerblender tool to import the morph data
thanks!!
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timnhe
08-03-2006, 02:26 AM
I forget to say us, that the model has :
1 bone for the head control
4 bones as support bones
and a mettaEfector for the head weight
http://perso.wanadoo.es/tim_nhe/imagenes/supportBones.jpg
Thanks again :thumbsup:
bardakos
08-03-2006, 07:29 AM
I suppose that this could have to do with the 3 bones coming out from the jaaw bone
(if i see correctly..)
you could try to remove those and "weight" the head with internal bones ?
of course the distortion could be a shoulder or colllar bone thing...
..
not much help but..
J.
timnhe
08-03-2006, 08:10 AM
Thanks in advance Bardakos, the problem is that iīhave not time to do this :banghead: (misc.php?do=getsmilies&wysiwyg=1&forumid=0#) , I need to finnish this work today, an the body animation is finnished and clipped (clipped? ... i did a few motion clips)
Has you got an example for this technique? Can you show me any screenshot about using internal bones?, in the future is possible that I need this model again and i like to experiment it.
In this case, Idonīt go backward to modify my rig :cry:
thanks, the messiah community is great!
Excuseme for my bad english :sad:
Suricate
08-03-2006, 09:23 AM
If you don't want to add additional bones, you can create another metaeffector for the body to erase the influence of the body bones on the face.
Another thing is that (if I remember correctly): If one bone has a weight (a metaeffector) assigned, ALL other bones should have a meta effector assigned as well. I think this is a bug (or feature!?) when using metaeffectors.
Also keep in mind that when using morphs and bones together, the order of the effects is important. Somewhere there is an option (please refer to the manual for more info) "Use predeformed points" for the Bone effect (again, if I remember correctly).
Good luck with your animation!
ThomasHelzle
08-03-2006, 10:30 AM
Usually you want your morph effect BEFORE your bones in the effects list.
Just think of it this way: You modeled your morphs in the neutral pose. Endomorphs are just point-offsets RELATIVE to the base mesh, which is afterwards deformed by the bones.
So if you didn't do this already, reorder your effects order in the messiah effects list so that there is first morphs, then bones and activate "use predeformed points" in the bone effect.
I never used metaweights in my rigs, so I can't help you there.
BTW. "Going back to modify your rig" in messiah means just switching to the Setup tab and change what you want - if you know what you do, no animation is destroyed and as soon as you go back to the Animate tab, everything will work just fine...
Cheers,
timnhe
08-03-2006, 11:20 AM
Hi all and thanks for your answer, it is very util for me.
I read before, anything about the use of the "use predeformed points" function, but it donīt work fine for me :shrug: , when I use this function, the mesh for my character becomes crazy
Note: I delete the metaeffector for the head
see the image please
http://perso.wanadoo.es/tim_nhe/imagenes/predeformed.jpg
the settings:
http://perso.wanadoo.es/tim_nhe/imagenes/predeformed_panel.jpg
Any other suggestion?
Iīm note that the bad deformations is located in the arms and in the head, itīs very strange ...
thanks!
ThomasHelzle
08-03-2006, 11:50 AM
Note that Superblender doesn't like layers that much - or was it even unable to use them at all? Your results look like the latter. Long time that I was not using it - too bad that Mark Wilson doesn't develop it any longer.
Nowadays it is safer to use Morphblender and separate objects...
This may be the problem.
Try saving the eyes and the body as separate files and replace the layers with them in messiah. You may have to re-apply Superblender afterwards.
Be also warned that Superblender doesn't allow to add endomorphs to the object after you applied it!
It is hard to tell what's wrong without seeing the actual scene - can you post it somewhere? I guess not...
Good luck and cheers,
dobermunk
08-03-2006, 11:54 AM
Not sure if I'm reading your screenshot correctly.
You may want to try de-activating the second bone deformer ("MosOjos") and selecting that second layer (or better - save it out as its own object just to be safe) and assigning it to the first bone deform("Mos_Deform) so that both objects are being deformed by the same skeleton. This isn't necessariult the solution, but might help pinpoint where the problem is.
Are you sure the bones are correctly assigned to the correct deforms?
timnhe
08-03-2006, 12:15 PM
Hi Thomas, I canīt publish this file, is for a commercial work and I canīt have the copy rights for the scene. But ... if I send you the file attached in a email ... :thumbsup: no problem!
Thanks !
ThomasHelzle
08-03-2006, 12:23 PM
yes, I already guessed so. ;)
Try separating the layers into objects first.
Then follow Davids advice and make sure your bones are in fact related to the correct bone-deform effects (in the tools-subtab in Setup mode).
But my guess is, that the point order is getting mixed up since SB doesn't recognize layers :rolleyes: .
If all fails, you are welcome to send me the scene - I will delete it right away after the problem is found.
Cheers,
timnhe
08-03-2006, 12:35 PM
Hi DoberMunk!,
I donīt know if I understend you, but it isnīt possible to delete the second bone deform becose, the eyes using different deform bones to donīt be affected for the Body deform bones :shrug:
But I try to save itīs motion as a separete object, to deactivate the deform :thumbsup: thanks!!
timnhe
08-03-2006, 12:39 PM
Thanks Thomas, I yet send the file to your mail: kontakt@screendream.de
Greets!
timnhe
08-03-2006, 12:59 PM
Arrrg! I found the trouble, itīs very simple :sad:, the mesh object is parented to the master null, between the effects, and the bones ...
If I reorganize the estructure and use your trick, effects order, deformation poins, layer objects etc etc ... the morphs and the bones works fine!
thanks to all for your time a patience, whe do the best user group that I can wish
Greets
ThomasHelzle
08-03-2006, 01:05 PM
Superb :thumbsup:
I wasn't even able to open your file anyway - it made my messiah crash.
For the future: better don't use Superblender since in it's current form it is rather "problematic" to say the least.
Morphblender is a pain in the ass, since you need to save out separate objects for each morph like in 1999 - but it works....
Cheers!
timnhe
08-03-2006, 01:27 PM
Yes the superblender is too complicated, I hope to get the neccesary time to make the bone facial setup for the next time.
I figure that the problem with the scene is that I donīt save on time the replaced objects scene, and do you need the original object to open it.
Thanks in advanced :thumbsup:
chikega
08-03-2006, 01:29 PM
pmG should continue development of Superblender ... ideally.
dobermunk
08-03-2006, 01:46 PM
pmG should continue development of Superblender ... ideally.
I think that would be natural. Can't imagine Mark being upset by that - but who knows. Anyway - I file it in the "update compatibility" books. Edge weighting, layered objects, morphs...
timnhe
08-03-2006, 01:51 PM
Yes Chikega, itīs a very usefull tool. I note that will be very handy too, the possibility of export the Morph mixer files to better gestion of the project.
Thanks Chikega for the reference of TAFA, Iīm seeing the tutorial videos, and I think that this software is amazing!, a little expensive, but very good, it works whit mdd files and Morph mixer data, itīs great :thumbsup:, compatible 100% with messiah
Greets!
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