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Character morphs slider causes character to drop through "floor"

Posted By television_99 7 Years Ago
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Character morphs slider causes character to drop through "floor"

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television_99
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Posted 7 Years Ago
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I created a character morph slider but the character, when morphed, leaves it's teeth and eyes behind and falls downward, also deforms in an unexpected way as it falls.

Sound familiar to anyone? Any idea what I'm doing wrong? I've gotten sliders to work in the past and am experimenting so much I don't know what I did wrong this time.https://forum.reallusion.com/uploads/images/d19afd1c-ab36-4ae3-924b-6871.jpg
animagic
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animagic
Posted 7 Years Ago
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The only way I can think of that this could happen is if the program in which you created the morph centered the source of the morph around the origin instead of keeping it in place. It could also happen on export from your program.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

television_99
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Animagic, I created the morph in zbrush and after reading your post I remembered that I reset the pivot point in Zbrush because it is not exactly centered as imported from CC. Not perfectly centered x-axis interferes with symmetrical modeling.

Maybe it because that one model that did the crazy "Y-Transform" falling morph did have it's pivot reset. I tested a brand new obj from zbrush without the pivot reset and it imported(morphed) just fine like they had initially without pivot reset.

Do you know why the CC objs pivot points are not perfectly centered x-axis-wise(very close but not), at least as I import them into ZBrush? I may ask this question on the 3dxchange/3rdparty section as well.


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7 Years Ago by television_99
animagic
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television_99 (2/22/2017)
Do you know why the CC objs pivot points are not perfectly centered x-axis-wise(very close but not), at least as I import them into ZBrush? I may ask this question on the 3dxchange/3rdparty section as well.

No, I don't know why that would be the case.



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television_99
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I figured it out. I just clear pivot in ZBrush before I export and the pivot goes back to what it was in CC. Then I import/morph slider back to CC and it works normally.

Below is a screenshot of the CC imported model with activate symmetry on but WITHOUT me centering the pivot. The green line is the center of the model(which  I drew for clarity).
When I center the pivot the two red dots will be equidistant from the green line instead of one always a little more to the right. "Clear pivot" brings the symmetry back to what it looks like in screencap.


Thanks for your help Animagic. Your suggestions about it being origin related were correct.



https://forum.reallusion.com/uploads/images/57f6e643-283b-483c-9e1b-0e02.jpg
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7 Years Ago by television_99
vidi
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In your case this  Shape  is already a derived  Morph that was not  sculpted perfect symmetrically
If you import a CC base Mesh,  for to start from zero,  you will see the mesh is symmetry.


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7 Years Ago by vidi
television_99
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vidi (2/22/2017)
In your case this  Shape  is already a derived  Morph that was not  sculpted perfect symmetrically
If you import a CC base Mesh,  for to start from zero,  you will see the mesh is symmetry.


 You're right. I tested it out for myself. Does that mean that whoever created the morphs that are within CC(or third-party morphs) accidentally made certain morphs with slightly offset symmetry...or is there something in the morphing process that throws off a centered pivot a little?
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7 Years Ago by television_99
vidi
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a morph is the result of the artist ,if he sculpt not with symmetry eg. with sculptis , it will not perfect even

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television_99
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Thanks, Vidi.
animagic
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I think for faces in particular, you don't always want perfect symmetry. Most real faces have some asymmetry, which makes them interesting.




https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg




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