View Full Version : Copy pose from one copy to another?
brentlowrie 04-09-2002, 03:49 AM Hi all
I have numerous morph targets created and assigned but silly me, forgot to attach the characters eyebrows prior to copying to create the targets.
Is there any way to attach eyebrows after the fact? I don't want to lose the work I put into creating the phonemes on the targets. Any help or a silver bullet would be fab. Thanks
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skunk184
04-09-2002, 06:01 AM
cant you attach a set of eyebrows to every morph target phoneme in the position you want them for each pose ......then attach a set of eyebrows to the master mesh UNDER the morpher modifier.....then just reassign all your targets in the morpher and you should have a mesh with moving eyebrows:)
brentlowrie
04-09-2002, 06:25 AM
Thanks! I tried this now and it totally screwed my targets on the main model. The mess collapses (vertices fly everywhere) when I spin the channels up. Back to the drawing board...
edaddy
04-10-2002, 08:19 PM
i'm pretty sure everything has to be attached prior to setting/making the targets
brentlowrie
04-10-2002, 08:21 PM
What do you mean by "attached"? Do you mean link constrained? It seemed to only remain constrained to the Y axis.
edaddy
04-10-2002, 08:36 PM
i'm reffering to having everything attached on the base head before copying it to make morph targets, as far as i know, u gotta re-make your phonemes:wip:
skunk184
04-10-2002, 08:42 PM
im pretty sure you can just reload all your morph targets once you ve made all your changes........as long as your vertex count is the same on every object....i dont see why ll the target phonemes need to be remade....the morpher is a modifier in the stack so as long as his eyebrows are merge into the master below the morpher in the stack there sould nt be a problem
brentlowrie
04-10-2002, 08:42 PM
Sorry about that last question, I didn't realize we had changed threads.
Yes I will have to re-make the phonemes so I have opted to animate the eyebrows separately until I have time. Didn't take that long but under deadline now.
These low-budget projects are conflicting with my anal perfectionism!;)
Thanks!
brentlowrie
04-10-2002, 08:46 PM
skunk184
You would think it should work but doesn't. Same eyebrow mesh, same vertex count. I think it may have worked if I had reset my xform prior to creating the targets. That my be an issue and has caused me some grief in the past.
Thanks again!
skunk184
04-10-2002, 08:49 PM
have you already got animation on your morpher tracks........if you hav nt just take off your old morpher then put another one on then put all your targets in...if you have got animation then im not sure what you can do
brentlowrie
04-10-2002, 08:56 PM
No animation yet but tried deleting old morpher, added new one, loaded multiple targets and same result, the head mesh explodes. It's the darndest thang.
Tried reseting the xform on all meshes after the fact and that cured the exploding head but then the main head rotated on a weird axis when the channels were spun.
I'll go with the bandaid for now and re-address at a later date. Thanks.
skunk184
04-10-2002, 09:12 PM
things like the problem you are having bug me......i hate when MAX starts doing weird things that i cant work out ....i ve got this problem when it comes to rendering if i use an editable mesh with a meshsmooth on top....it ll render around 20 frames then i get an assertion failed error in line 117(what the f@ck that means i dont know)then max crashes......rendering a thousand frames like that is a pain i can tell you.......i dont anyone else whos MAX does this
brentlowrie
04-10-2002, 09:19 PM
No Kidding. I have had numerous problems that others have either never heard of or can't figure out. I think there is a particular vindictive gremlin in my machine. Thanks for your help skunk and love your Budha
zkydz
04-10-2002, 10:02 PM
Actually it's not a wierd thing. The way MAX counts requires that not only all vertices be the same count (limiting, but true) they all have to be in the same order. I have found that I can attach things *IF* you attach them all in the same precise order. That way MAX sees them all the same and the vertex count is in order. It's worked for me and I've found it's a real life saver.
zkydz
brentlowrie
04-10-2002, 10:11 PM
There is merit to what you say. Max was crashing when I attached the eyebrows to the heads but not when I attached the heads to the eyebrows (now that's weird). So on the targets I attached the head to the eyebrows and renamed the new object as before. But I attached the eyebrows to the original head. This would account for max's confusiona nd the resulting exploding heads. I will delete the old morpher, attach the heads to the eyebrows and rename objects (to avoid crash) including the original head and then add a new morpher and load the targets fresh. Hopefully that works.
Thanks!
TheDevil[DK]
04-11-2002, 03:42 AM
as far as i know...every vertex has a number, and if your attach anything, then they proberbly change :(
Reality3D
04-11-2002, 05:40 AM
Atach original to object n, then to object n+1 an all in the same order as zkydz said. This will keep the vertex order an count and leet you use your morpher
brentlowrie
04-11-2002, 06:59 PM
Thanks everybody. I"ll give your suggestions a birl.
This is one of the reasons we went with 3ds max: the awesome community of users. You guys are great. Hope I can return the favour. Cheers!
skunk184
04-12-2002, 02:05 AM
hey Brent.....what about helping me out with a job, mate:D :D
cheers
Craig
brentlowrie
04-12-2002, 04:02 AM
Absolutely! Let me know the details and I can hopefully help you out. Sent a private message but don't know if it went. Cheers!
skunk184
04-12-2002, 04:11 AM
sorry mate.....i think you read my message the wrong way.....i was asking you for a job.......it was my attempt at humour.....but i am just about to finish uni and i am looking for a job....i hope your not too dissapointed........sorry again
cheers
Craig
brentlowrie
04-12-2002, 04:19 AM
hehe... no worries mate. I have a full time gig but always looking for freelance projects. Have you got a home page or a portfolio site? I am directing and doing CGI for a fun project called Wonderville (check it out at www.wonderville.ca (http://www.wonderville.ca)). We have a freelance CG artist list that I could add you too. Love to see some of your work.
That goes for all others to.
skunk184
04-12-2002, 04:55 AM
just sent you a private message......i had to cut chunks out cause id typed too much:) if theres any confusion just send me a post.........oh yeah i forgot your looking for the wormheadz for web file and it uses the divx5 codec cheers Craig
brentlowrie
04-13-2002, 12:03 AM
Sent you a reply. Tried to play youur avi on the Playa too but only get audio. I will try to re install divx5 and try again. Upload the file to the ftp I sent you in the meantime. Thanks
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