In huge need of help skinning character models arm


#1

Hi I’ve got a finished character rig that I now want to add face morphers to. When I clone the character model and remove the skin modifier on it to allow for the morphing, the arms move to a slightly different position which is then obviously showing up in the morpher animations I make. Is there a way that I can remove the skin modifier yet keep the mesh in its current shape?


#2

Weeell, you could all help us out in helping you by telling us, which 3D software you are using? Sure, talking about a skin modifier points to 3DS Max, but we can´t be sure…

…if it is Max, then take your skinned character mesh, put the morpher modifier BELOW your skin modifier and then add your morph meshes (remove the skin modifier on those beforeward) to your morph modifier.

Should work, eh? If your morph modifier is above your skin modifer then your rig animation is calculated before your morph animation and that tends to “confuse” the morph calculations. Better to slap your facial animations onto your mesh before your rig deforms it.

Have fun

Chris


#3

Sorry for the vague post, i will remember in future but thankyou so much! That’s fixed the problem! Even after animating the pose of the character, the morpher was transforming back to original body shape rather than just affecting the face but it seems to have fixed that issue now aswell. Thanks again! I can now move on to the more exciting bits.


#4

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