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show user profile  ccampbell
Have a bit of a problem. I need to morph between 12 different guitar models. I cant use particals to break it up and rebuild it. The transitions need to be smooth and fluid. Unfortunately all of the models where designed as solids and exported so the meshes look like crap and the vert counts are not even close to the same( kind of obvious being 12 different guitars anyhow) even if they where the vertex id's are different everytime you export - aweful!

-Pro-optimize doesn't maintain Vertex ids so i can use that to de rez it. i.e. morph modifier is out.
-tried to duplicate the object and compound > conform the duplicate to the new and for some reason that doesn't maintain the vertex count either...

honestly out of ideas. Ive never done any complex morphing so not sure really what the solution is here. Any methods, plug-ins or scripts you guys can think of?

I was thinking about remodeling them all but that would be suuuuuch a pain! havin to maintain the same vert count and watch each vertex new position to be sure the morph is smooth for each guitar :/

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 708 times
9/30/2012 6:48:52 PM (last edit: 9/30/2012 6:50:50 PM)
show user profile  advance-software
could you just do the morph in image space rather than 3d ?

read 691 times
9/30/2012 7:18:56 PM (last edit: 9/30/2012 7:20:22 PM)
show user profile  ccampbell
Yeah, good call - I thought about doing a reshape filter in AE but in testing it just looks crappy. the pixel color variation during the shape shift looks looks bad when the layers are blending during the animation.

I also found a great plug called Particle Stuido for this that is no longer supported and I cant find the download even if i did want to install my ancient copy of max 5.

I don't use z brush but i think it has some morph parameters - Anybody know how this might work or if it maintains vertex ids and count when shape shifting?

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 672 times
9/30/2012 9:06:16 PM (last edit: 9/30/2012 9:06:16 PM)
show user profile  herfst1
I checked by making a cylinder with a morph modifier and a square. The morph modifier won't even allow me to select the square as a morph target so I think that option is off the table. I'd definitely be looking outside max for this. As far as zbrush goes... it has a morph target but that's not used for the same purposes (that I know of), it's more for baking hi-res maps onto low-res ones, or for storing a saved copy of your mesh that you can revert to if you mess things up.
read 658 times
9/30/2012 9:31:12 PM (last edit: 9/30/2012 9:33:07 PM)
show user profile  LionDebt
Not my specialist area - but yeah, I'd definitely avoid merging in 3D space and look for a 2D alternative.

@Herfst1. The morpher modifier relies on the base and the target model to have the same number of vertices. With the same Vertex IDs. It then just moves the Vert# from Morph to the position of Vert# on the MorphTarget.

read 630 times
10/1/2012 12:13:07 PM (last edit: 10/1/2012 12:13:07 PM)
show user profile  herfst1
@ LD, yep, I know, me and morphers go way back. I was just doing a simple test, seeing if there was a way to trick the morpher into behaving like I want but, as stated, it won't even allow me to select an object that isn't set up correctly.
read 627 times
10/1/2012 12:29:54 PM (last edit: 10/1/2012 12:29:54 PM)
show user profile  ccampbell
Thanks for the help - this thing has to be done in 3D but no big deal. Guitar shapes don't vary all that much so I ended up using a dense FFDbox and animated the control points to match each form worked pretty well!

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 613 times
10/1/2012 4:43:05 PM (last edit: 10/1/2012 4:43:05 PM)
show user profile  LionDebt
Nice! :)

When you said 12 different guitar models... I pictured a bunch of extremely different body, neck and head shapes... FFD will work perfectly if they're not too vastly different.
read 607 times
10/1/2012 5:01:42 PM (last edit: 10/1/2012 5:01:42 PM)
show user profile  Phil Gornall
The only way I can think that morphing will work is if all 12 models have exactly the same number of vertices. i.e. you need to take one model shape and without adding/taking away any verts, reshape it into another one, but there has to be another way. What is FFD?
read 603 times
10/1/2012 5:07:10 PM (last edit: 10/1/2012 5:07:10 PM)
show user profile  Mr.Burns
Isn't there something along the lines of an animatable re-topology?
read 585 times
10/1/2012 7:26:31 PM (last edit: 10/1/2012 7:26:31 PM)
show user profile  LionDebt
@Phil - FFD is 'Free-Form Deformation'. Works similarly to - or rather - as a combination of a crude primitive rig & soft selection.

Essentially, it creates a cage (box) around your mesh (object), and allows you to pull or push vertices on the cage (box) which will transform the corresponding areas on your mesh (object).
read 578 times
10/1/2012 7:37:29 PM (last edit: 10/1/2012 7:37:29 PM)
show user profile  ccampbell
@Mr.Burns - nope no tthat i know of but i know what my next maxscript project is! Anybody want on board? lol. I saw your Array + btw, nice job.

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 563 times
10/1/2012 8:48:25 PM (last edit: 10/1/2012 8:49:18 PM)
show user profile  Mr.Burns
Thanks :) Hope you can put it to good use.
read 548 times
10/1/2012 10:50:39 PM (last edit: 10/1/2012 10:50:39 PM)
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