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Malek
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Thursday, November 04, 2010
I know you guys use Morph targets for animating hair, clothes, face...
just how to do it ?? the tutorials I saw weren't good, because it was with another software than 3dsmax 2010, and doesn't work like Zeq2lite, PLEASE help
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Shenku
RiO Incarnate
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Friday, November 05, 2010
Here's one that seems to show how to do it pretty well.(I'm assuming you wanted a tutorial for 3ds Max, right?)
http://www.youtube.com/watch?v=qsaEWz7vg8w
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Malek
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Friday, November 05, 2010
Thanks for helping me, however I can't make several copies of my rigged character, just to make hair or face animations, help ?
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Shenku
RiO Incarnate
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Friday, November 05, 2010
Malek wrote : Thanks for helping me, however I can make several copies of my rigged character, just to make hair or face animations, help ?
I think you would make unrigged copies,(I think it would be too difficult to move rigged vertices around) and use those for determining the morphs, and I'd suggest 1 copy per part morphed.
So, I'd suggest 2 for the eyes(1 for eyes closed, good for when the character dies or gets knocked out, the other for lowered "angry" eyebrows, since it would effect the eyes themselves) 1 for the mouth("closed" is probably already set, so just one for "open" is all that's needed) and 1 for the hair.
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Malek
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Friday, November 05, 2010
Understood, but do I need to do morph targets before I rig the character ? my character is already rigged
Or do I simply select and copy the models ?
also after I make copies , what to do next , to fuse them into one ?
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Shenku
RiO Incarnate
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Friday, November 05, 2010
Malek wrote : Understood, but do I need to do morph targets before I rig the character ? my character is already rigged
Or do I simply select and copy the models ?
also after I make copies , what to do next , to fuse them into one ? 
No fusing, and no I don't think you have to do it before rigging, just make a few copies the rigged model/s, and remove the rigging modifier, then make it look how you need.
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Malek
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Friday, November 05, 2010
No fusing ? I don't think I'll have to play with many models seriously at once, I meant fusing the models with different poses each into one that can do all the poses ?
Example:
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Shenku
RiO Incarnate
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Friday, November 05, 2010
By no fusing, I mean you need one model copy for each expression/morph. If you put all the changes onto one copy, when you apply the morph to the original model, it will apply all the changes in vertice positioning.
Yes, you'll need to deal with a lot of extra head models while doing this, but it's the only way I know of to do it. The up side, is once you get all the copies setup correctly, you can apply the morphs to the main head with a a few simple dials, and even mix some of the morphs together with the dials to get different expressions.
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Malek
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Saturday, November 06, 2010
I did it, I loaded the morph targets, now the first head has 6 different targets possibles, and I can even mix two or more targets at same time like you said , thank you !
But now, I need a full explanation with manual keys, I do know Zeth explained it but it didn't work
I mean, I wanna use the targets at specific animation frames...
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Shenku
RiO Incarnate
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Saturday, November 06, 2010
Malek wrote : I did it, I loaded the morph targets, now the first head has 6 different targets possibles, and I can even mix two or more targets at same time like you said , thank you !
But now, I need a full explanation with manual keys, I do know Zeth explained it but it didn't work
I mean, I wanna use the targets at specific animation frames... 
I think the auto keyframe mode should work. Just raise a slider at a key before you need it, and then set the slider back to zero(don't hit undo, just manually change the slider's number back down) then start animating the keys after like normal, making sure to set the keyframe after your animation range back to zero. At least, I think that would work.
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