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


Featured Threads
  inspiration alert!!!
(37 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

Morpher problem
show user profile  LOL500
So I have a problem with the morphers.
Morpher 1 is eye close morpher while morpher 2 is mouth open morpher.
When both morhpers are off, my model`s eyes are open with mouth closed.
If only either of the morphers are turned on, they work fine.
But if I try to turn both on, problems occur.

M2 set to 100, mouth open, but then when I went on to set M1 to 100, mouth close while eyes close.

So how do I fix this?

(I remember a reading somewhere about linking 2 morphers or things like that, so perhaps it needs to be delinked or something like that?)

And while you`re here, could you also answer some of my questions:

What does the point-point modifier does?


read 508 times
1/29/2012 1:41:27 AM (last edit: 1/29/2012 1:46:18 AM)
show user profile  Mr.Burns
Hm, could you post screenshots of your three objects (base object, target objects for morphers 1 and 2?
read 483 times
1/29/2012 9:20:45 AM (last edit: 1/29/2012 9:20:45 AM)
show user profile  LOL500
actually no. Because the whole thing was actually a .pmd model imported with a maxscript. so no target objects, just the base.

How about you list some common factors that may be contributing to this? Them I`ll go check.
read 472 times
1/29/2012 1:22:17 PM (last edit: 1/29/2012 1:22:17 PM)
show user profile  Mr_Stabby
this happens when max registers the verts that dont actually move with the morph as moved so they count towards achieving the morph target. Best way to deal with this is to construct a morph hierarchy like this

object 1 - base mesh

object 2 - display mesh
this is a reference of object 1 with morph + whatever modifiers above the reference breaker

object 3...n - morph targets
these are also references of object 1 and have editable poly/mesh modifier above the reference breaker where you make the morph changes

this will ensure that only the verts you actually want are counted towards morph and will also tolerate any kind of base mesh changes without breaking the morph. personally i like to put the base mesh and its morph targets in a separate layer and hide it while im not modifying them.

You can salvage your current morph targets with symmetry tool's vert position copy/paste function in that ribbon thingy by copying the vert positions post morph into the newly created references epoly modifiers

read 467 times
1/29/2012 2:27:39 PM (last edit: 1/29/2012 2:27:39 PM)
show user profile  LOL500
I was wondering if I`ve created 2 morpher modifiers, can I merge them together?


read 421 times
2/4/2012 8:50:19 AM (last edit: 2/4/2012 8:50:19 AM)
show user profile  ariana
Mr_stabby: i tested your method and it works perfectly. exactly what i was needed...so thanks.
read 382 times
2/12/2012 3:07:07 PM (last edit: 2/12/2012 3:07:07 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org