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SERIOUS PROBLEM: Morph Targets Are Awful in Tandem with Symmetry Modifier
show user profile  Fast_Learner
I've been following this rigging tutorial (http://www.polygonblog.com/character-rigging/) to the letter, and have run into an extremely frustrating roadblock every time I try to do it. I try to create a morph target with the symmetry modifier still active (like the tutorial says), and then I apply the target to the morpher modifier, which by the way is ABOVE the symmetry modifier, it goes nuts on the child side: http://www.flickr.com/photos/54712198@N03/7768249086/lightbox/.

Now, I'm assuming this is because Max has trouble symmetry-fying one side of the model to the other and THEN morphing with a target that did the same thing. So how exactly am I supposed to get around this then? It's a huge issue. Any help would be much appreciated.

P.S. Can morphs be done either before the skinning process or after, whichever is more convenient to the creation process?
read 381 times
8/12/2012 10:06:43 PM (last edit: 8/12/2012 10:11:54 PM)
show user profile  jareu
are the vertices being welded properly in your symmetry mod?



He who says it cannot be done is interrupting the man doing it.

read 360 times
8/12/2012 10:59:00 PM (last edit: 8/12/2012 10:59:00 PM)
show user profile  Fast_Learner
Yes, the seams are welded properly, both on the parent and the morph target, so the vert IDs should match up...
read 355 times
8/12/2012 11:19:44 PM (last edit: 8/12/2012 11:23:11 PM)
show user profile  Mr_Stabby
i ran into the issue around 2 years ago and reported it too, apparently still unfixed. as far as i remember nothing you can really do about it so you gotta choose whether you want a morpher above or below symmetry (little hint though - your morph targets can be references of unsymmetried stage of the model with their own symmetry instance)

and since in max morhps work off object space coordinates you should always morph before skin

read 342 times
8/13/2012 2:07:27 AM (last edit: 8/13/2012 2:08:48 AM)
show user profile  Fast_Learner
So does that mean there's no way to create perfectly symmetrical morphs (like blinking) for a model you want to eventually make asymmetrical, since the morpher modifier would be collapsed along with the symmetry modifier?
read 339 times
8/13/2012 2:28:48 AM (last edit: 8/13/2012 2:35:54 AM)
show user profile  Mr_Stabby
hint #2: you dont need to collapse symmetry to make it asymmetrical

read 327 times
8/13/2012 2:43:57 AM (last edit: 8/13/2012 2:43:57 AM)
show user profile  Fast_Learner
Oh yeah, an edit poly modifier on top, huh? Hope that doesn't get in the way of the morphs.
read 315 times
8/13/2012 8:05:22 AM (last edit: 8/13/2012 8:05:22 AM)
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