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Skin modifier and face morpher
show user profile  Narfu
Hi everyone,

So I am busy on this little pizza chef, I am very happy I got the rig okay to work but now I'm facing a problem with the face.

I want to use morpher to animate his expressions. The entire character is one editable mesh with a skin modifier on it. Now I want to use the face morpher, but I can't get it to work, I must be doing something wrong here it is:


My character:



Since it's just the head that needs to change, I select the head polygons, detach it to an element:




Then I copy this element to the right, as an object:




Then I add a morhper modifier to the head element on the original character, but I can't add the other head to it.

Now I'm definitely screwing it up at the detach part already I think. The only information I can find on the internet is about seperate heads with the morpher, and not when it's already connected to a body.

How to do this the right way? I don't hope I need to re-skin the character, but if I do it's a great lesson for the future :)

Thanks in advance
read 683 times
9/14/2012 12:08:50 PM (last edit: 9/14/2012 12:08:50 PM)
show user profile  Phil Gornall
Hi, there could be a couple of reasons for this.

If you are using turbo smooth, turn it off on both your morphing source and target.

Also, both morphing target and source must have exactly the same number of verts, otherwise it won't select.

make sure turbosmooth is off on both, select your morphing target, then on the object with the morph modifier added, turn turbosmooth back on.

Hope this helps
read 680 times
9/14/2012 12:26:58 PM (last edit: 9/14/2012 12:29:05 PM)
show user profile  Narfu
Thanks for your reply.

It seems like I can't really seperate the head from the body. Although I only have the head selected ( and detached as element) it still calculates the vertices of the entire character.

So I either have to get the head seperated from the body (but still have it connected for the bones, skin modifier)

Or I need to find a way to only apply morpher to selected vertices and not the enitre character.

No idea if this is possible.
read 663 times
9/14/2012 3:02:16 PM (last edit: 9/14/2012 3:02:16 PM)
show user profile  herfst1
DON'T detach the head. Morpher's only work with objects with the same number of vertices. Detaching the head serves absolutely no purpose.
read 661 times
9/14/2012 3:06:50 PM (last edit: 9/14/2012 3:06:50 PM)
show user profile  Narfu
So then what's the best way to achieve this?

I can't make a copy of the entire character to do the morpher on, because then it will also morph other body parts then just the face.

Somehow I need to get an exact copy of the character's head without removing it from the body mesh. Copying only the face polygons works, but then I can only apply a morpher on the entire character, and not just the head.
read 646 times
9/14/2012 6:53:51 PM (last edit: 9/14/2012 6:53:51 PM)
show user profile  herfst1
Yes, make an entire copy. Any vert you don't move won't be affected by the morpher. Do a quick test:

Make 2 copies: Move the eyebrows on the first copy and the mouth on the second copy and assign each to a morph. Then play with the sliders and you'll see the eyebrows will have no effect on the mouth (and neither will have an effect on the body).

P.S. Once you've finalised all of your morphs and are happy you can delete the duplicates.
read 642 times
9/14/2012 7:09:09 PM (last edit: 9/14/2012 7:12:42 PM)
show user profile  Narfu
Thanks, indeed this works!

I did had to apply a new turbosmooth to my character though, since it became very blocky but then it still works.

Thank you so much for your help!.. Just saw your name herfst1.. so from a fellow countryman:

Bedankt! :)
read 634 times
9/14/2012 8:11:47 PM (last edit: 9/14/2012 8:11:47 PM)
show user profile  herfst1
Geen probleem (would like to say more but my dutch is VERY rusty).
read 632 times
9/14/2012 8:22:05 PM (last edit: 9/14/2012 8:22:05 PM)
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