dont tell me that i can use only one instance of morph blender???


#1

what if i want to morph separate objects? how would i go about that?

IE, my character is broken into pieces, the head is separate from the body, i want to morph the head for facial expressions and i want to morph the body for other reasons, but when i add a morph blender to the body it just adds the body to the existing deformation cluster for the head.

Overall though, i would have alot easier of a time with weight map support…cmon PMG its an industry standard…


#2

I don’t get what exactly your problem is, but you definately can use several morph blender on different objects. Make sure in the left pane of the effects tab that it affects the correct mesh, then make sure that your bone deform on that mesh is set to use predeformed points on the right target.


#3

I think what stooch means is that you can have only one cluster per object and are not able to apply a second effect to the exact same cluster.
So if you have a MorphBlender, you convert your geometry to a cluster and pick that in your MorphBlender settings. If you now use another effect that also needs a cluster to work - like a second MorphBlender effect or a Metamation for example - it doesn’t work, because your cluster is already in use and you cannot convert it to a cluster again, but also don’t see it in the second effects cluster dropdown.


#4

yeah, in general i dont like having to use morph blender just to move my geometry around for bone weighting (for example my characters feet sometimes end up really close to each other, making it hard to tell the bones from the opposite leg to behave!)

I think it would be of great benefit all around if we were able to just use weight maps. i dont see why not, afterall weighting is key, its industry standard and it will become crucial for edge weights anyway, personally, if i cant use edge weights from modo, xsi or upcoming LW9 in messiah, i will be looking elsewhere for my animation needs.


#5

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