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Harrad
05-01-2002, 01:27 AM
Hi, i'm fairly new to 3D max, (I'm on version 3.1) and i've been able to take my models and make blend shapes and morph between them. But I really need to take a few different ones and mix them i.e. mouth open 50% left brow up 10% right brow down 10%... etc... but if i mix them in the track view it just makes them a half mix of what they are, so if the mouth is closed on the brow blend shape it'll effect the mouth blend shape, and it also makes the object bigger if i go over a group total of 100%. Before Max i was on animation master and this had this feature on it, and its crap compared to max, so i would think it would have some way of doing this. But i'm starting to think that it doesn't as i can't find it. Please could someone help me. Thanks a lot.... Matt

Ls3D
05-01-2002, 03:42 AM
Hi Matt,

Sounds like you need to use the morpher. This allows you to load mutiple targets and manage them. All expressions should be created from the same base, so that vertex offsets are not multiplied, for example right eye brow up has a neutral mouth (with some exceptions).

I typically end up with 24 - 32 channels depending on the character.

-Shea
www.Ls3D.com

:airguitar

Harrad
05-02-2002, 05:39 PM
Thanks for that. Its just what I was looking for. Matt

bschulte
05-03-2002, 10:36 AM
Another helpful technique to use with morphs for facial animation is as follows.

Make your morph targets the extremes of actual facial muscles themselves, not phonemes. Then use these facial extremes as a way to construct your phonemes and use the capture target command in Morpher.

Advantages? You can easily add irregularities to your facial poses without remodeling morph targets; you'll already have all the extremes you need.

Baaron

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