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Breed47
11-16-2009, 08:08 PM
HEy!
I´m working on a machine for a client. The one that says *BOOM* :-D
I´ve just converted it from 3ds max where I made the animation with a bone chain. I´ve been told that morphs should do it, but when rotating an object and translating other I get weird mesh distortion. Is there a way I don´t know that you guys can help me with?

//Daniel

evenflcw
11-16-2009, 08:39 PM
Hu? You're not coming across very clearly. You brought bone animation over from 3dsmax, somehow as morphs. You're rotating something and translating something else. And you got unwanted deformation happening. With that loose description, I'm not sure if I don't know if I can help you either.

1. If it was bone animation in 3dsmax, it should be bone animation in LW. (or point cache/mdd)
2. Morphs displace points in straight lines, shortest distance from A to B.
3. If it's a subdivision mesh, put Subdivision Order to Last or next to last.

Doesn't help? Then explain yourself better! If you ask in general terms, you get general answers. If you want specific answers, you must tell us the specifics.

Breed47
11-16-2009, 09:16 PM
I´m sorry. Just so d**n tired. It´s getting late here. No I didn´t bring any bones into LW. But you made it perfectly clear: Bones in Max, bones in LW. That´s what I´ll do.
Thanx!

Hehehe, såg inte att du var från Sverige :-D

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