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sxj
I model a head including neck, skin it, rotate the head joint and find out that neck shape sucks, so select the skined head at that position, copy it as reference object, collapse it to editable mesh, modify it till i'm happy with the shape of the neck, apply a morph to the skined head under skin modifier, change the morph value, Wow!! instead of giving me a fixed neck, the morph modifier takes the original shape from that postion(deformed badly by the skin modifier) as the base shape and morph it to the target, which seems the morph doubles the twist effect, then I move the morph modifier on top of the skin modifier, change the morph value and it gives me the result I want yet the head won't follow the skeleton any more since the skin is overridden by the morph. If you don't get what I am talking about then check the image below

http://www.rit.edu/~sxj7049/Morph_question.jpg
Any ideas how to fix this? Thx a lot.

SXJ

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fuse
hmmm
unfortunatley the method you have described will always give you the 'double deformation' soution, because you are telling it to morph to a specific shape, then on top of that, deform with bones.
all i can suggest is for to make your tweaks to the base mesh, when its in the problem position (without copying a reference object), if you turn on the show hieracy button (the half filled test tube icon under yout modifier list) it will show you the effects of your entire modifier list (e.g. skin) from the position you are at in the list. it will probably make better sence to add an edit mesh modifier on top of the base mesh and make your changes to that. so if you muck it up you still have your original mesh at the bottom of the stack. you can collapse the stack up to the edit mesh modifier once you are happy with your results.

another thing i find handy is to put some simple animation on the bones, showing off the problem you are trying to fix. this way you can srub the animation without leaving the modifier stack or even sub object mode. it makes the process of fine tuning your mesh a little faster.
hope this helps.

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sxj
Thanks buddy. Actually I tried the method you mentioned before. It worked, well, but not quite intuitive. That's why I have been trying to find a way to work around this and make my life a little easier, say a script or a plugin which tells the Morph Angle deformer conisders more than one angle direction, or a rig using bunch of dumies to add influence over the skin and reacts to the joint angles, still trying....

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