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3d101
08-13-2003, 06:08 PM
I've opted to do morphing for my facial animations in my animated short that I am working on but I seem to run into some problems with the morph modifier in 3ds max 5.1.

The character I am trying to morph from is already entirely boned and skinned. I have set up a limited amount of bones in the facial area since I plan on just moving points and morphing from the base/orignal object to the seperate targets that I plan to setup. The problem I run into is when I go to move the neck bone for my obj and I go to move the morph slider for my eyelid max takes the object back to its original position i.e. target position and ignores my bone setup.

My morph modifier is placed on top of my skin mod in the modifier stack. I've played around with moving the morph modifier before the skin mod and I get even weirder results.

Pretty much what I want to do is to be able to animate the body and head movements via bones and animate all facial expression via the morph modifier.

Any help on this matter will be greatly appreciated.

Cullen
09-25-2003, 07:14 AM
The morph modifier needs to be below the skin in the stack... I assume the "wierder" result was some verticies snapping back to the original position on certain morphs.
This is because the envelopes on the skin modifier are probably not large enough to include the verticies in there new position on morphs.

The reason why morph needs to be below skin in the stack is because the object position when skined doesn't actually move with the bones... the verticies do.
The object stays in the same place, so skin is actually acting as kind of a constant morph target.

This is why all verticies are traveling back to original position when skin is under morph in the stack.

Good luck... sorry for the super late reply:)

3d101
09-30-2003, 11:18 PM
Lol no problemo I figured out what was the prob awhile ago.....apparently I had the wrong amount of points going from morph to morph I believe........max morphed from mesh to mesh t but it had a funky outcome. The final mesh looked nothing like the orignal.....Thanks for the response though=)

Ls3D
10-01-2003, 01:35 AM
P.S. If in your workflow you change the vertex ordering of your model you can get results like you described.

Things like attaches, deleting and rebuilding faces and collasping the stack can re-order vertices.

-Shea
www.Ls3D.com

:cool:

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