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MDB101
05-30-2002, 09:28 PM
Ok hers my question. I detached the head for morhping and then set it up in character studio.. but the trick is when it comes to meshsmoothing. The seperated head and its body u can see the seperation while in meshsmooth. Is there away to control this part? like I dont wanna see that seperation at all. I know we can hide this part with a shirt or some suite.. but what if you want to do the same techniqe to a naked body?.

heres a pics what im tryin to to say heh :)

Iain McFadzen
05-30-2002, 11:37 PM
I don't detach my heads in the first place if it needs to be smooth from the head down, just clone the whole character and set up your targets on the whole thing. There is a "use vertex selection" option in the morpher modifier which avoids the mod storing every single vert as a target, so it doesn't get too bloated. Alternatively you could probably add an edit mesh modifier above morpher and weld them back together there. Never tried it but I'd assume that would work.

Ls3D
05-30-2002, 11:40 PM
My approach is to create the entire character as a single manifold mesh, then create the morph targets for all the expressions and load up the morpher with all the required channels.

Hopefully you will be able to weld up the head to the body without re-ordering the verticies, in fact this was recently addressed by another guy:

http://www.cgtalk.com/showthread.php?s=&threadid=9155

-Shea
www.Ls3D.com

MDB101
05-31-2002, 05:15 AM
Thanks man! it worked reading that thread Ls3D! omg lol heres what i did. my Modifier stack is like this from top to bottem

meshsmooth
Physique
Editmesh
Morpher
Editable poly

thnks guys! now I can make my dragon seemless! wow im very impressed :) thnx again! man this forum rocks!

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