# Morph targets past 100 value

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 06 June 2013 #1 davius Positive electron   portfolio David Almeida Part-time dreamer Maceió, Brazil   Join Date: Apr 2005 Posts: 1,451 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? Cheers! __________________ didali share quote
 06 June 2013 #2 Carltheshivan Veteran portfolio Tim Hess Silver Spring, USA   Join Date: Dec 2006 Posts: 37 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? share quote
 06 June 2013 #3 PiXeL_MoNKeY Expert   Eric Craft Dallas, USA   Join Date: Mar 2002 Posts: 5,760 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. -Eric __________________ "The Evil Monkey hiding in your closet." share quote
 06 June 2013 #4 PelDaddy Know-it-All Joe Laffey The Stable VFX St. Louis, USA   Join Date: Nov 2006 Posts: 313 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. __________________ --Pel share quote
 06 June 2013 #5 davius Positive electron   portfolio David Almeida Part-time dreamer Maceió, Brazil   Join Date: Apr 2005 Posts: 1,451 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! __________________ didali share quote
 06 June 2013 #6 CGTalk Moderation Expert   Join Date: Sep 2003 Posts: 1,066,473 Thread automatically closed This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum. share quote
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