XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Morph problem (Kretin, please read)

07-04-2003, 11:39 PM
Hi folks !
Here is my question : I am making a cartoon seagull and i am currently working on the feather of the wings using Kretin's method (http://www.cgtalk.com/showthread.php?threadid=41699).
I made all the feathers right aligned and all of the same size and i construct the wing as a morph target of the object.
Everything goes well except that when i transform the feathers in layout using the morph mixer, the objects are strongly distorted :
If i freeze the feather layer there is no distortion and i am pretty pleased with the result :
Is there a way to keep the subpatched feathers deformed (without distortion) avoiding freezing them ?
Thanks in advance for your help.

07-04-2003, 11:59 PM
It may be a no brainer, but it almost looks like you don't have the object's subdivision order set to "last" or "after deformation".

07-05-2003, 12:01 AM
Oh god...:eek:
Thank you so much, I am the "no brained"... :surprised

07-05-2003, 12:12 AM
Philours, first let me say, Great design :) He's So cute...

Glad you sorted the problem.

Now, make sure before you start rigging, that you copy the feathers morph target to your base object...

07-05-2003, 12:39 AM
Thanks Kretin.
Would you say that i have to save the transformed object from layout to modeler or that i have to copy the feathers in the same layer than the body ?
I'm not sure of well understanding...(probably my crappy english... :blush: )

07-05-2003, 12:52 AM
You could save transformed from Layout, making sure your SubD level is set to 0.

Or in Modeler, on your base feathers, do an "Apply Morph" and choose the correctly positioned morph.

Before you do that though, make sure the feathers:
a) have all their UVs, if any
b) have all their global weights, if any
c) are the correct thickness (if they're solid rather than just planes)

Global weights could include weights for texturing, or group deformation, eg. I have a weight on my feathers for wind ruffling which is the same for all the feathers.

Bone weights you'd create after you've positioned them...

07-05-2003, 12:58 AM
Roger !

Thanks for the advices !


07-05-2003, 01:05 AM
And here is a new version with 2 wings (upgrade ;) ).

07-05-2003, 01:38 AM
Finally i prefer it with smaller wings (much more cute), so here is the "little wing" version :

07-05-2003, 01:45 AM
Cool :buttrock:

Here's a tip, rig the smaller winged version, then stretch the base wing bone/s to elongate or shorten them during animation :thumbsup:

07-05-2003, 01:59 AM
Thanks for the tip Kretin.
Here is another version with a lighter texture for the body which looks better in the cartoon way.
Let me know what you think :

07-05-2003, 04:20 AM
Here is the last update for today (got to go to bed ;) ) :
I've reworked the nostrils for them to be less intrusive regardings to the eyes (also added an iris color to the eyes) :

07-05-2003, 05:08 AM
Nice work :)

I like the new nostrils alot better.

I think a little bit of texture would be good though, perhaps halfway between the first and last versions?

07-05-2003, 01:16 PM
Yes. I'll try that.
Anyway i have to work on the feathers textures, i'll do the body at the same time.
Here is another version :

07-07-2003, 11:19 PM
Okay, here is an update where i tweaked a bit the collar, i've reworked the feather's texture and added a vertex color map for the tail and some part of the body.
Please, let me know what you think should be improved yet.

07-07-2003, 11:23 PM
Mine...hehe great work man...love the toon/realism style you got going here...nice work...can't wait to see the wings animated....:thumbsup:

07-07-2003, 11:33 PM
Thanks Remi. :beer:
I'll try to follow the best i'll can Kretin's tutorial, probably need some help of you guy though if you don't mind... :blush:

07-07-2003, 11:43 PM
Feather textures are looking great :)

I'd make the "feathers" at the base of his collar a fair bit larger...

07-08-2003, 12:08 AM
Looks very cool!

The texture on the feet looks too much like a wood or marble procediral texture. I'm not saying it is it just bugs me a little. :)

07-11-2003, 01:10 AM
Kvaalen, you are right !
So here is an update with more work on it.
I've left the collar as is after trying enlarge the feathers it breaks the visual coherence (may try another settings tomorrow :) ).
I've worked also on the vertex color map to add some depth here and there, and i also added feathers on the top of his head.

07-11-2003, 01:30 AM
Feet are looking great :)

About the collar feathers, perhaps you could make them fade a little towards the edges, so they blend in a little more?

07-11-2003, 06:04 PM
Love the model and the character !

Only comment - from a character sulptor's perspective the only thing that really bugs me is the flat spot betwene the eyes - I'd like to see a version with a "slightly curved outward" form filling in the space and intersecting the beak. Maby a little more form under the eyes as well. Strictly minor comments, take em' or leave em'. :cool:

07-11-2003, 06:30 PM
Ok, here is an update with a more "subtle" collar. I also reworked the eyes as the shape of the beak.

07-11-2003, 06:38 PM
That was fast ! Awesome. Love it.

07-11-2003, 06:50 PM
I'd love to see a wireframe :)

07-11-2003, 07:43 PM
Here it is :

07-11-2003, 11:49 PM
Great work. Very clean looking modelling. Hope to see some animation soon:)

07-12-2003, 01:23 AM
Thank you jjburton, i'm sorry to say that you wont see some animation so soon cause i still have a lot of modeling work on other characters for the same project. Be sure that i'll post here regularly !
Anway, here is the last update for today, i've reworked the eyes (which looks better now) and the front of the wings to hide the feathers seams.

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