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View Full Version : Morph angle deformer


Chapt0r
07-28-2003, 02:19 AM
I stumbled across this and holy cowz is it cool and effective. But I am curious on how this is actually suposed to be used.

For instance - are you able to set up a character joints and tough enveloping areas with this feature and then animate?

Or do you have to animate the character and then scrub back to see the problem areas and then add the modifer to those areas?

Originally I thought you could set up the entire charater up with this feature then rock and roll on the animation, but that requires animating the character to set it up. (two key frames)

So bascially I am just asking if you are able to set up the entire character before animating or wait to see what the problem areas will be?

Bests

chap

thorn3d
07-28-2003, 03:06 AM
You can do either one. Generally one does some joint animation to see if there will be problems in kinks or bunching - if so, then you fix them; obviously it's hard to setup morph targets to correct a problem if you haven't even seen if there IS a problem.

Personally I find the morph angle deformer to be rather limited and un-user friendly. If you've any skill with maxscript, you may find that using a script controller for the morphs is more effective.

thorn

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