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neversong
02-19-2003, 11:51 AM
hello~

please anyone help me~~~

OK, now I'm trying to rig a charactor which looks like Mike in Monsters inc.(except he has a tail)...

I was too naive... I've been thinking of using morph for the face(which is, at the same time, its main body).

But, as you may already know, I can't use morph here.

If I do, the vertice weights are gone.

So, now I'm wondering if I should use bones for the facial animation, or if there is any method I can still use morph.

plus, anyone knows how pixar did mike??
'cause..for me, his face looks like morph-animated...

have a nice day~

Iain McFadzen
02-19-2003, 11:53 AM
Why can't you use Morpher?

Iain McFadzen
02-19-2003, 12:31 PM
...or to put it another way:

there is no reason why you can't use Morpher, if there is then you are doing something wrong, most likely your stack order.

chepe297
02-19-2003, 07:38 PM
You should be able to use morph like what Mr. McFadzen saids, and the stack might be similar to this...

4) meshsmooth (last layer to smooth things out)
3) skinning
2) morpher (for facial expression)
1) edit mesh (base layer which is the low poly mesh of your character)

Hope this helps... :scream:

jonestation
02-20-2003, 02:27 PM
chepe297;

May i know how am i going to change the morpher setting, if I have the skin modifier on top of the morpher stack? Thanks.

ChristophZollinger
02-20-2003, 02:38 PM
My stack looks like this.

from top to bottom:

MeshSmooth
BonesPro ( or Skin, in your case)
Morpher
EditableMesh.

Applying different morphtargets to the model works very well.

E.T
02-20-2003, 03:12 PM
I used to use morphomatic at my job (havent got my own license for it nowadays) and it had this really nifty little remote for all morph targets. I was stunned that they didnt include this in the "new" morpher. It shouldnt be too hard to write now should it? That way one doesnt have to go down in the modifier stack all the time as its already open.

i guess you could wire the morph targets to a custom attribute holder though, if youre gonna animate a lot it might be worth it.

Or are there any other smarter methods?

and btw: iain is right (as usual) there should be no problem if the stack order is right.

neversong
02-20-2003, 03:22 PM
thanx guys~

you know, at 'first time'....
it's not easy to figure out things...
:p

anyway, now I'm restarting skinning...
I'm experimenting with several bone settings now at the same time.

since this guy I'm working on has a tail....
I am trying splineIK; however, the movement I can do with this seems so limited- it screws the mesh VERY often.

anyone has any idea? what's the best way for animating a tail?
he's got the dinosaur tail.

again, thank you all~

please help me with this tail animation stuff if you can~:wavey:

have a nice day.

Michael Chen
02-20-2003, 07:49 PM
jonestation - The skin modifier won't collide or cause any problem with the morpher modifier from my experience. To add more facial expression, just go down to morpher modifier to add more expressions.


If I were you, I would do the same method as what ET says...
"i guess you could wire the morph targets to a custom attribute holder though, if youre gonna animate a lot it might be worth it."

For my first animation, I made a graphics user interface with little icons via MaxScript. However there were only a dozen or so expressions and I didn't use the facial expressions that much. So it kind of cluttered the screen. In the end, I find it as a "clutter" instead of a tool to streamline my animation process. However again, use this technique when you have lots of facial expressions. You might need to add tabs to classify the facial expressions (universisal expressions, speech targets, etc).

Hope this helps... :wavey:

Iain McFadzen
02-20-2003, 09:29 PM
I always do all my Morpher keying (in fact, I always do ALL my keying) in Trackview, so having Morpher buried in the stack has never really been an issue for me.

jonestation
02-21-2003, 06:40 AM
:bounce: this thread is really helpful. I will try to use the wire parameter things.

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