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[Request] Hierarchical Morph Groups

Posted By GOETZIWOOD STUDIOS 9 Years Ago
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GOETZIWOOD STUDIOS
GOETZIWOOD STUDIOS
Posted 9 Years Ago
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Last Active: 5 Years Ago
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Following the Visemes request post, the idea of Morph sliders driving several other selected 'children' Morphs deserves its own request.

I think it could be really great to have this in CC and iClone at some point, for realtime animation (mouse puppet, etc..)

The idea is simple really:
1) Ability to create a Morph slider 'group'.
2) Ability to select which Morphs goes into this group (ie pack sliders)
3) Ability to set the value of each Morph in the group.
4) (*new* : ) Ability to place on a timeline the sequence of Morphs.
This 4) point deserve a little explanation:
It is like chaining or mixing motion clips, but instead you place children morphs. The difference is that sequence of morphs is not driven by time, but by the value of the Morph Group slider (0: start of the sequence, 1: end of the sequence). So by animating the value of the Morph Group slider you 'play' the sequence of morphs at arbitrary speed and direction.
5) Last but not least and as a bonus - the 'Graal' of morph animation - Ability to have Cardinal interpolation between morphs instead of Linear interpolation (important for curved vertex path during morphing).


--
guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.

GOETZIWOOD STUDIOS
GOETZIWOOD STUDIOS
Posted 9 Years Ago
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No, you didn't get it:.a container that holds a given set of morphs, not animated morphs. Then moving the parent slider simply apply the morphs respectively to their own slider value. In the case the morphs are  sequential, the morphs are applied at a certain value of the parent morph slider, not according to time. Still no animation here. The animation will exist when you animate that slider in iClone. Yet, morphs should be interpolated in a better way than linearly. I don't see why the vision of iClone would change here. 

An example to better show the usefulness of this:
Lets say you want to create morphs that rotate the eye balls (to adjust the default aiming of each eye separately for instance).
What you will probably do with the current incarnation of CC is to create a morph say, left eye ball rotated to the left, create a slider, then set its range from -100 to 100, and that's it you have your left eye ball left/right morph.
But that wont work. Because the 'right' rotation wont be symmetric to the left one because of linear interpolation yet it will deform the eye ball.
The current workaround to this issue is to create 2 sliders and 2 morphs, one for left rotation and one for right rotation. Both sliders will be 0 to 100 but of course you will have to watch not using the 2 sliders at the same time..

The ideal solution would be with the request above:
One parent slider, 2 children sliders, each one driving its own morph (one for left, one for right).
The parent slider would have a range of -100 to 100.
The Left rotation slider child would be set to be 100 when parent slider is -100 and 0 when parent slider is 0 to 100.
The Right rotation slider child would be set to 0 when parent is -100 to 0 and 100 when parent is 100.
This way moving the parent slider from -100 to 100 would give correct left to right rotation. Adding cardinal interpolation on top of this and you will have a near perfect rotation between the 3 morphs (left, neutral, right).

--
guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.




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