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View Full Version : animating: skin and morpher behaviour


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?

EricChadwick
05-01-2003, 02:31 PM
Don't use envelopes!

Or at least use them to set up the weights, but then bake all the verts before you start animating the morphs.

Sticking the morph under Skin is the right way to go.

Reality3D
05-02-2003, 02:04 PM
Thanks for the tip posm 8)

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