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View Full Version : DIE max morph targets...DIE!!!


ryankittleson
05-28-2002, 09:39 PM
I'm just about ready to chuck my pooter out the window :mad:

let me 'splain. I modeled a half a head with editable polys and then made a bunch of copies which I altered for facial morph target animation. I then planned on mirroring each half of a head, welding the seam and plugging it into the morpher modifier of the original (after mirroring and welding). well, not so fast there, boy! the verts on all the heads get arbitrarily reassigned DIFFERENT NUMBERS at welding time!!! AAAARRRRRGGGGHHH!!!!!

Please! someone tell me there's a script or pluggin that can figure out that a vert on the corner of the eye is the same one on the other head model and so on!!! when I crank up the morph target, the verts re-arrange to all new and unusable positions.

I can't believe that max expects you to model morph targets on a WHOLE HEAD! that would mean painstakingly making each side symetrical individually!

Help!

Iain McFadzen
05-28-2002, 09:52 PM
You are screwed I'm affraid.

AJ
05-28-2002, 09:57 PM
I think... (he says) that there may be a solution to your dilemma.

I think.

Apply to morph modifier to you 'half-head', select it's targets - all should morph correctly yes? If so, drag of a copy of this model (with all the morphs in it).

Now the crap bit... Set each target to 100 (with the others all at 0), drag off a copy and collapse it to an editable mesh/poly/whatever. So this for all of the targets.

Now try to mirror weld these newly spat out meshes.

This may not work, so please don't hate me.

There was a script called Morpheus, that might've helped, but I don't know if it's still around... :shrug:

AJ
05-28-2002, 09:58 PM
alternatively - you may be screwed.

ilasolomon
05-29-2002, 12:20 AM
just start from begining! :thumbsdow
__________________________________________
"I love this buggy piece of shi_t!!!"

ryankittleson
05-29-2002, 02:43 AM
here's what I had to do and this should come in real handy in the future. I mirrored a copy of all the target heads and attached them into one head each...WITHOUT welding the seam. I did the same for the original head and put on a morph modifier, loaded the targets in, and then added a Edit Mesh ON TOP of the morpher with which I THEN welded the seam. and was able to extract copies of each whole head target each with the same vertex numbering!!! WhoooHooo! Man, for a while there I was contemplating between giving up on the whole thing or starting over.

AJ
05-29-2002, 12:42 PM
Hooray!

Bit like my method - only it works!

I'll remember that one :D

Mahlon
05-29-2002, 06:11 PM
That's a cool method to know about. Thanks.

mahlon

ilasolomon
05-29-2002, 11:09 PM
now i love this FLEXIBLE piece of shi_t more :) !!!

Iain McFadzen
05-30-2002, 07:31 AM
I'm happy to stand corrected :)

ryankittleson
05-30-2002, 02:15 PM
Yes, thanks go out to AJ. although your plan didn't work, it got me half way there. I probably wouldn't have figured it out if it wasn't for you.

I'll be posting some facial animation tests in about a week +/- for critique

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