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thoughtcriminal
08-22-2008, 01:37 PM
I just removed a morph from a bone in the Skin Morph modifier.
On the Modifier panel everything looks right, yet when I access it with Maxscript the morph still exists... Even if I completely remove the bone from the list, after I add it again the morphs I previously deleted are still Accessible via MaxScript...
Anyone knows what's going on?

Thanks,
Gidali.

PEN
08-22-2008, 02:01 PM
Can you provide a few steps that you have taken to make this happen?

thoughtcriminal
08-22-2008, 02:37 PM
Sure,

-Select an object with a Skin_Morph modifier assigned, preferably with more than one bone in the bone list.

-Go into the modifier and choose one of the bones with at least one morph assigned to it.

-Confirm the number of morphs assigned to that bone:

$.skinMorph.boneGetNumberOfMorphs %4$slt;Bone Name>

-Delete one of the morphs assigned.

-Now check the number of morphs assigned again... When I do it I get the same number...

I also tried removing the morph using maxScript and it still didn't work as expected.
My main concern is from duplicate morph names assigned to a single bone without a way to get rid of them, which makes it impossible to access and modify them later on.

Thanks!

PEN
08-22-2008, 02:59 PM
Also if it is hanging onto the morph data it is data that you might not want and it will be bloating the files. I'll have a poke at it.

thoughtcriminal
08-27-2008, 04:27 PM
Any good news?

PEN
08-27-2008, 09:06 PM
Sorry, keep wanting to look into this and jsut have not found the time. It is on my note pad.

ofer_z
08-27-2008, 11:22 PM
Hey G,

Sorry for not answering in email, but I guess it makes more sense to reply here so others could also benefit form / expand on the information.

From the MXS help:
Skin_Morph : Modifier<boolean>boneGetMorphIsDead <node>node <integer>index

Returns true if the indexed morph of the specified bone node is dead, false otherwise.



<void>boneSetMorphSetDead <node>node <integer>index <boolean>dead

Sets the dead state of indexed morph of the specified bone node to the given boolean value.




The deleted bones are reported as "dead". I still have no idea if you could remove this information completely, at least you could deal with it by querying the dead state of the bone.

hOpe this helps,
o

thoughtcriminal
08-28-2008, 10:02 AM
Great! This is extremely helpful, next time I'll go over the MXS more carefully...
Still pretty disturbing that I can't completely remove bones...

Now if I only knew how to get the external mesh node from a specific morph :argh:

Thanks a lot!

I don't have an Autodesk Jacket, but you can have my Autodesk T-shirt from the Siggraph2006 user group meeting (And give me yours in return, mine is too small).

Cheers,

DG.

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