Morph targets past 100 value

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  06 June 2013
Morph targets past 100 value

This is more of a "is doing this alright?" type of question than a real problem...

So, I've got some morph targets on a face and wired/float expression-ed it to some control splines. The thing is, some expressions (using the float expression) got quite fancy and, sometimes (rarely, on the very extremes), the output values of it goes beyond 100 or below 0. The morph modifier is default limited from 0 to 100 and I didn't change that.

Is there a risk I may run into problems by letting the expressions go beyond 100 or below 0 even though the morph modifier caps (doesn't use) those values?

  06 June 2013
I'm curious as to what effect this has. What happens when the values go beyond 0 and 100? Do negative values make the vertices move in the opposite direction? Does a value of 200 turn a smile morph into a massive grin?
  06 June 2013
You could always wrap the expression in an if statement so if val < 0 then 0 else val; if val > 100 then 100 else val. Or better yet place the results of the expression into a variable and then test the value of said variable in the if statement.

"The Evil Monkey hiding in your closet."
  06 June 2013
If the morph looks OK then why worry about exceeding 0 or 100% ? Morphing is simply a linear interpolation of vertices. If you go beyond 100% then the vertices are simply moved farther in the same direction... Negative goes in the opposite direction...

The thing to remember is that it is linear. So it would likely not work well with something curved like a smile. Though I am pretty new to Max I have been morphing in other programs for years. Generally it starts to look bad shortly after 100%, like 120-150%, but it is very dependent upon your subject matter. If you are using a morph for some non-oraganic animation then it may be able to be pushed much further.
  06 June 2013
Thanks for the replies guys.

Actually I did made some if statements inside the float expression controller (if(test clause),(true expression),(false expression)) as you said, Eric, but I realized that it didn't change the morphing result - and it shouldn't since, as I said in the first post, the morph modifier has its "use limits" option turned on. So, even though the results go beyond 100 or below 0 the morph itself limits the "morphing"... I was (still am) just wondering IF I may end up with problems by letting the morph modifier deal with the out of limits values.

Also, is it possible to assign variables in the float expression controller? I thought it was possible only in the float script controller.

About the morphing being linear, yes, that's its nature, but you can make some poses in between that help interpolate the morphing.

Thanks guys!
  06 June 2013
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