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View Full Version : Character's pose/animation overwrite by the same character's morph during animation


Piotrek255
07-09-2009, 06:35 PM
Hi, I have an urgent problem with the project i am working on.

What i'm trying to do is basic face emotions, and closed eyes morphs that i could turn on and off during my animation, here's the strange problem i have encountered.

I have a bone rig made using HI solvers and position/orientation/look at constrains , when i pose the character from the default T pose to a fighting pose (or make any pose or animation by moving the controllers/bones) and make ANY of the morphs 100% the character's mesh jumps into the default T pose i made the morphs from.

I did the morphs by copying the whole character's mesh (with the skin modifier on top) , and converting it to editable poly.

could anyone help me with this?

toRigOrNotToRig
07-13-2009, 05:44 AM
Which software package?

Piotrek255
07-13-2009, 09:09 AM
The software is 3dmax

PEN
07-13-2009, 02:41 PM
Morpher must be below Skin in the stack. Just drag it below and all will work as it should. Morpher is setting global positions for the vertices so when it is after Skin it just moves the whole character back to the base pose.

Piotrek255
07-13-2009, 03:13 PM
Thanks, i had something messed up with the skin modifier, even when the morph was down the mesh would snap to the morph object's pose, i deleted the skin and assigned a new one to test it out, it works now, strange.

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07-13-2009, 03:13 PM
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