Reality3D
05-01-2003, 01:37 AM
I was speaking with a lightwaver friend about applying morphs in a body trying to simulate some kind of muscle behaviour(something similar to morph angle gizmo of skin). But seems that you cannot add to the skin deformation the morph information if you put the stack as this
morpher
skin
editable mesh
Morpher just replaces totally the skin motion if you put one target to 100%(see the .max (max 4) example)
http://www.telefonica.net/web/r3d/deform.max
I could put the morpher before skin like
skin
morpher
editable mesh
And it's supposed to "work", but it doesn't assure that the morphed vertices don't surpasse the skin envelopes(that have constant radius of course).
You can see how this works with lw(even if you put deformation before or after morphing).
http://www.telefonica.net/web/r3d/lwrulez.avi (divx 3)
http://www.telefonica.net/web/r3d/lwrulez1.avi (divx 3)
Any suggestions?
morpher
skin
editable mesh
Morpher just replaces totally the skin motion if you put one target to 100%(see the .max (max 4) example)
http://www.telefonica.net/web/r3d/deform.max
I could put the morpher before skin like
skin
morpher
editable mesh
And it's supposed to "work", but it doesn't assure that the morphed vertices don't surpasse the skin envelopes(that have constant radius of course).
You can see how this works with lw(even if you put deformation before or after morphing).
http://www.telefonica.net/web/r3d/lwrulez.avi (divx 3)
http://www.telefonica.net/web/r3d/lwrulez1.avi (divx 3)
Any suggestions?
