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Seven
06-29-2003, 03:01 PM
Can this be done :)

Say I have modeled a human arm, I create some bones and attach the mesh to the bone. So now when I move the bone the arm deforms. Right all ok here.

Ok im finding this hard to explain, ive already re-wrote this 4 times :) When the arm is straight the polygons are in one position, but when the arm is brought up the vertices are in another position but not moved by the bone.

try this...

I saw a movie once of Bay Raitt working. He attached a mesh to a bone and in one extreme position of the bone he set the position of all the polygons to where he wanted them. Then in the other extreme he set the vertices to where he wanted them. So when he then moved the bone the vertices moved to and from the position he wanted them in and not just the default deform of the bone.

In essence he creted a morph target that is activated by the movement of the bone.

Get what I mean ?

If so is anything like this possible in Max?

Thanks

Sev

KiboOst
06-29-2003, 06:40 PM
Search morph angle and bulge angle in the help file.

Kib

Schnupps
06-29-2003, 07:15 PM
You can do this with skin, with the morph angle deformer, unfortunatley it just works in one axis.

Anyway you can archive it to work on all axis with physique or skin.
Look up this thread, there they are discussing a spripted way for skin and i wrote how I do it, although there might be a better way:

http://www.cgtalk.com/showthread.php?s=&threadid=71563

Schnupps

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