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How can I export corrective morphs to FBX for games?
show user profile  Sahkan
I know I can't do it with "Skin Morph" ( Which is too bad ).
So I want to do it using "Morpher" and "Parameters wiring" ( making bone rotation influence morphs weight ).

This is the progress:
1. Making clone of the mesh.
2. Converting it to editable poly ( collapsing all modifiers ).
3. Editing the mesh to fix the wrong deformations.
4. Picking the cloned mesh from the "Morpher" modifier panel.

Now, the morpher will not consider that the current shape of the mesh is changed duo to the skin modifier ( probably because the skin modifier is above it ).
So the morph will get messed up.

I can't export an FBX with a modifier above the "Skin" modifier, this is why I can't use the "Skin Morph" modifier.
Any idea how it supposed to be done?
read 782 times
7/28/2015 7:50:10 AM (last edit: 7/28/2015 7:50:10 AM)
show user profile  herfst1
Not sure. Have you tried OpenCollada? That can export models with baked animations.
read 763 times
7/28/2015 7:09:46 PM (last edit: 7/28/2015 7:09:46 PM)
show user profile  Sahkan
Just did, and it didn't even exported the normal "Morpher" modifier :\
read 760 times
7/28/2015 9:10:50 PM (last edit: 7/28/2015 9:10:50 PM)
show user profile  herfst1
Baked animations. I never said anything about morphers. Never tried exporting morphers. Not sure you should even be doing that as I assume it will slow down the game a lot. Could be wrong though.
read 758 times
7/28/2015 9:16:40 PM (last edit: 7/28/2015 9:16:40 PM)
show user profile  chillywilson
morpher sets will can not be apart of baked animations for FBX, you can export an obj sequence but that's hell in engine
read 754 times
7/28/2015 9:51:20 PM (last edit: 7/28/2015 9:51:20 PM)
show user profile  Sahkan
This is just weird that I can do it with blender and not with 3Ds max. max supposed to be good for game development, how other game companies make animations with morphs?
read 744 times
7/29/2015 6:24:45 AM (last edit: 7/29/2015 6:24:45 AM)
show user profile  digs
Put the morper below skin, it will export through fbx into your engine

U won't be able to export your wire params or reaction manager stuff, that will need to be coded In w/e language your game engine uses

So basically the fbx will contain a list of all the proper morph targets, and u then code their values (ie 0-not active, 100-fully active) depending on the angle the bone is in (or w/e)
read 735 times
7/29/2015 8:52:45 AM (last edit: 7/29/2015 8:56:47 AM)
show user profile  Sahkan
The problem here is that I can't make good morph for skinned mesh with poses using the "Morpher".
When ever I try to make a clone of the mesh in a certain pose to make a morph target out of it, it will move all vertices and ignore the fact that the character is not in it's default pose.
read 732 times
7/29/2015 9:10:20 AM (last edit: 7/29/2015 9:10:20 AM)
show user profile  digs
U should have a rigged character in a base pose ("t-pose"). So, the mod stack would be like, editable poly -> skin. All u have to do is select the characters geo and duplicate it (for as many morph targets as ull need) then delete the skin mod from your target geos. Move those meshs away from the 1st, make your corrective morphs, put a morpher mod below the skin mod on your rigged character, and add the morph targets.

If that doesn't work, then u r using the morph modifier incorrectly.

-edit- ie, if u r making a morph for elbow deformation: have a morph target in t pose, play your animation to the point where the morph should happen, adjust the morph target, update your morph modifier, repeat.

U might b able to find a script or plugin that updates your rigged character in real-time, but I havnt looked 4 one (would b nice to have)
read 703 times
7/30/2015 1:35:27 AM (last edit: 7/30/2015 1:47:58 AM)
show user profile  Sahkan
This is a nice idea besides the fact that the workflow here is very uncomfortable, Have to move vertices in one mesh and look at the results in other mesh, even if it was updating in real time, this is not a good way to work :\
read 692 times
7/30/2015 7:18:18 AM (last edit: 7/30/2015 7:18:18 AM)
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