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Help please....
show user profile  rob@dynamic
Right I have an problem i really need help with....

Please bare with me while i try to explain it, as it confuses me just thinking about it.

Basically I have a character i'm trying to export as a .fbx.

Firstly i created several heads and set up morph targets for facial animations, i then attached the first head to the body and rigged the character and animated! (An error to do this i rekon!)

Now when i export i get warning messages because the first morph target has more verts as it was attached to the body.

Can anyone tell me how I can fix it, or if not what an alternative solution is?

Cheers and hope the above makes sense.


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read 566 times
3/13/2009 5:27:01 AM (last edit: 3/13/2009 5:27:01 AM)
show user profile  advance-software
Not certain, because I'm not familiar with the exporter you are using, but how about this.

Create standard skinned mesh, including the head. No morph targets. Should export fine.

Create n seperate heads, with morph targets for the facial animations, all with exactly the same topology - vertices & polys in the same structure. No body. Export all of these.

Then have your programmers replace the default head with your morph target head(s) with blending between other morph target head configurations as necessary to get your facial animation working.

... or dump morph targets and do the facial animation using skinning ...


read 543 times
3/13/2009 6:47:05 AM (last edit: 3/13/2009 6:47:37 AM)
show user profile  rob@dynamic
cheers steve,

That sounds plausible to do, am just discussing it with the programmer now.

One of my tutors has just suggested to me, that instead of attaqching morph heads to mesh i should link to biped head instead.

So am going to try both methods this avo.

Cheers again mate, I think you may have to be credite in my final repor fot the project the amount of help/advice you given. Much appreciated.


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read 528 times
3/13/2009 7:15:05 AM (last edit: 3/13/2009 7:15:05 AM)
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