Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

How to apply changes in real time from base mesh to target mesh?
show user profile  jensonagain
I have two mesh. They have the same vertex count and vertex order, except one mesh is just bigger than the other.

I want to change the topology of the base mesh (cut out faces, weld verts, etc) but have those same changes apply to the target mesh.

How can I achieve this? I'm currently experimenting with the morpher to try and get this working, but any help would be greatly appreciated.


read 465 times
10/20/2014 9:57:28 PM (last edit: 10/20/2014 9:57:28 PM)
show user profile  Nik Clark
I think you want to copy the object as a reference. This will let you scale the reference mesh, yet still have the things you do to the original happen to the copy.




read 464 times
10/20/2014 10:05:23 PM (last edit: 10/20/2014 10:05:23 PM)
show user profile  jensonagain
I may not have explained it that well, but here is what I have so far that seems to be working great.

Edit Mesh (do work here)
Skin
Smooth
Morpher ---> Points to Mesh
Edit Mesh

Any change I make on the top applies to the morpher as well. Then when I'm done I can make copy and collapse having both mesh, same vertex order & count but with new changes.

Hope this helps someone out there!
read 462 times
10/20/2014 10:27:36 PM (last edit: 10/20/2014 10:27:36 PM)
show user profile  herfst1
It's wrong, all wrong, dammit.

If it were me I'd rebuild the rig to the correct size rather than hack at it.

Zero reason to have the smooth modifier below the skin modifier.

I already told you about skin wrap (I think), that's a good option (if both rigs were the same size).

If you're using morpher I assume that's just for facial morphs. If you're using it for anything else, then use skin morph instead (e.g. for fixing the knees and elbows when they bend).
read 444 times
10/21/2014 2:47:02 AM (last edit: 10/21/2014 2:47:02 AM)
show user profile  Dave
Hang on... surely you just want to make an instance of your mesh?

"I flew over Egypt once"

read 404 times
10/24/2014 1:34:28 PM (last edit: 10/24/2014 1:34:28 PM)
show user profile  Garp
Now now. That'd be cheating!
:)




read 389 times
10/24/2014 4:44:37 PM (last edit: 10/24/2014 4:44:37 PM)
show user profile  jStins
lol

-Joel


joelstinson.com

read 379 times
10/24/2014 7:49:06 PM (last edit: 10/24/2014 7:49:06 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org