Morph modifier - Morph Animations

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Morph modifier - Morph AnimationsExpand / Collapse
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Posted 1/14/2009 1:29:38 AM


Veteran

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Another one of those late night questions

Anybody know if the max morph modifier can be used in prop or (non-human character)animations?

I know we have head morphs for avatars - and facial animation must work in a similar way - is any type of mesh animation supported that does not include bones?

JP




“I became insane, with long intervals of horrible sanity.”
--Edgar Allan Poe


Joe Piazzo
www.cinedv.com
http://www.youtube.com/user/cinedv
Post #14143
Posted 1/14/2009 2:29:38 PM


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Nop!

Mike Aparicio Reallusion Certified Content DeveloperReally Certified


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Post #14162
Posted 1/14/2009 11:14:29 PM


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Thanks Mike




“I became insane, with long intervals of horrible sanity.”
--Edgar Allan Poe


Joe Piazzo
www.cinedv.com
http://www.youtube.com/user/cinedv
Post #14183
Posted 1/18/2009 4:57:43 PM


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Well if I can't use the morphs then I guess I've got to come up with some kind of face rigg. Here is my first try. Got to attach those ears!

This is REAL rough - I just barely have figured out the most basic methods of envelopes and skin weighting.I am wondering what I might add to get the eye look at feature working. It has to be some kinbd of point contraint...oh just thinking out loud!






“I became insane, with long intervals of horrible sanity.”
--Edgar Allan Poe


Joe Piazzo
www.cinedv.com
http://www.youtube.com/user/cinedv
Post #14283
Posted 2/7/2009 7:55:54 PM


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Hi Joe!

I just saw your Cat dilemma!

You are going well!  You can go two different ways with the eyes:

If you switched to  standard Character creation the head will be have to be created by manipulating the head creation within iClone. The MAX head will create errors and throw you out (bug). Use a cat picture and try to model the standard head using the cat photo.  Of course it will be weird looking as a human catlike monster!

So this means you have to go the Non Standard Character road.

Better if you use the provided bone structure in the template, rather than creating your own bones, because this way you can animate the cat using the regular animation menu.

Delete the skin, hands, head, and shoes meshes.

Rig your cat body moving and placing the bones around the cat.  This is the difficult part, but you can do it if you unlink the bones and relink them in the correct order (make a list) when they are scaled and placed inside the cat skin.

Then you use the head you just created as a full mesh, part of the character.  Put some eyeballs in it, already textured with a jpg and named cat eyes, and add some "bone" boxes, one for each eye. Just as we did for the tail. The cat head should be skinned to the "head" bone and his texture named "cat skin"

Also the eye box  "bones" should have a material with a jpg assigned to it so you can reach it at iClone and change it to transparent when you have finished animating the eyes!

Sound complex but it is easy, exept for the skeleton relocation.

After you do all this, contact me for the final adjustments to be done!

Mike Aparicio Reallusion Certified Content DeveloperReally Certified


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