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fez
05-09-2003, 06:25 PM
Are the hierarchal advantages of Max's meshsmooth limited to modeling only? Is it possible to skin the bones of a character on level zero of meshsmooth while morphing the face at, say, level two? You can do this in Maya and it allows for some really refined facial deformations. Thank you.

Ls3D
05-09-2003, 08:26 PM
I think this will work, why don't you try it and let us know.

-Shea
www.Ls3D.com

:cool:

fez
05-09-2003, 10:20 PM
Sorry, I should have made it more obvious that I did try...and failed :). That was why I posted.

Neox
05-09-2003, 11:41 PM
hmmm i never tried this but i would build my stack like this

select mesh
meshmooth (itereartions=1)
morper
meshsmooth(iterations=1)
skin
editable Poly

but you have to use a smoothed version of you model to make it a morph target :)

Grayson
05-10-2003, 01:35 AM
Neox has it right. Although I usually just do one meshsmooth.

My stacks usually look like this.

Meshsmooth (viewport: 0 - render: 1 or 2)
Morpher
Skin
Editable Poly

fez
05-10-2003, 09:24 PM
Thanks but none of the solutions offered so far seem to work. I am not sure it CAN work given the linear nature of the stack.

Neox
05-10-2003, 09:39 PM
i guess this is an user failer
i tested it with a simple object, and it worked really fine

mv
05-10-2003, 09:56 PM
yeah Neox is just right. Try again :)

fez
05-10-2003, 10:17 PM
Hi Neox. Thanks for following this thread. I really appreciate it. It very well might be user failer but I don't think so. Have you animated with Maya's hierarchal subds? Do you understand the functionality I am trying to mimic in MAX?

Having the morpher above the skin modifier in the stack overpowers the Skin deformations...right? I don't understand how your stack overcomes MAX's linear evalution of deformations. Again, for convenience I want to attach the base cage of a character to bones (meshsmooth level 0) and then be able to farther refine deformations (for instance facial morphs) with all available points from the subdivided mesh (meshsmooth levels 1 and 2).

Neox
05-10-2003, 10:30 PM
oh i'm very sorry, no i know what you mean, and you're absolutely right, i didn't build the stack as i told before
i made

mesh select
meshsmooth
skin
meshsmooth
morper
epoly

argh yes it won't work with a different stack (morpher on top)
hmmm nevver cared about that because my morphers are always below skin :surprised

fez
05-11-2003, 06:58 PM
OK, thanks for trying, Neox. I guess the hierarchal advantages of subds in Max ARE limited to modeling. More high marks for Maya. It is a shame because it seems to me that the Max developers have already done the R and D...now it is just a simple matter of implementation! Maybe Max 5.5?

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