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Old 07-04-2003, 11:39 PM   #1
Philours
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Philippe Nouhra
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Morph problem (Kretin, please read)

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.
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.
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Old 07-04-2003, 11:59 PM   #2
billy_dee
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Philours,
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".
 
Old 07-05-2003, 12:01 AM   #3
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Oh god...
Thank you so much, I am the "no brained"...
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Old 07-05-2003, 12:12 AM   #4
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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...
 
Old 07-05-2003, 12:39 AM   #5
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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... )
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Old 07-05-2003, 12:52 AM   #6
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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...
 
Old 07-05-2003, 12:58 AM   #7
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Roger !

Thanks for the advices !

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Old 07-05-2003, 01:05 AM   #8
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And here is a new version with 2 wings (upgrade ).
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Old 07-05-2003, 01:38 AM   #9
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Finally i prefer it with smaller wings (much more cute), so here is the "little wing" version :

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Old 07-05-2003, 01:45 AM   #10
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Cool

Here's a tip, rig the smaller winged version, then stretch the base wing bone/s to elongate or shorten them during animation
 
Old 07-05-2003, 01:59 AM   #11
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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 :

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Old 07-05-2003, 04:20 AM   #12
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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) :

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Old 07-05-2003, 05:08 AM   #13
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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?
 
Old 07-05-2003, 01:16 PM   #14
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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 :

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Old 07-07-2003, 11:19 PM   #15
Philours
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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.

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Last edited by Philours : 07-07-2003 at 11:21 PM.
 
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