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Re: [Virtools] Multi Mesh Morpher



Hi all, and Hi Volker,
 
I joined to this mail a modification I made of the "Multi Mesh Morpher" bulding block.
New check box added as setting, called "Use Relative Morphing". If TRUE, the first mesh (Mesh 1) is considered as the neutral mesh, and the final result is computed from adding all the differences between neutral mesh, and other meshes. The coefs are then no more weights, but absolute factors to deformation (I think like in 3dsmax).
It's slower than standard morphing but it does what you expected. Will be integrated in next version.
 
Hope it help,
 
Araya
----- Original Message -----
From: Volker Helzle
To: Virtools-User-Group (E-mail)
Sent: Monday, February 11, 2002 10:49 PM
Subject: [Virtools] Multi Mesh Morpher

 
Good Day,
 
I'm trying to animate a characters facial expressions by using different moph targets (meshes). I realized that the multi mesh morpher does not provide the functionality I expected. I guessed that this BB would work similar to the morpher functionality found in common 3D packaged like Max.
 
Imagine you have three meshes:
- a neutral mesh with the mouth closed and the eyes open
- a ahh mesh with an opened mouth (eyes open)
- a mesh with the eyes closed (mouth also closed)
 
The Multi Mesh Morpher does not allow me to have a combination of both targets with an 100% opened mouth and 100% eyes closed. In this constellation with three meshes, I am only able to mix a maximum of 1/3 from each of the targets at the same time. Why? Ideally I would want to mix up to 100% from any number meshs.
 
Any ideas?
 
Is there a new BB on the way that solves this problem?
 
v.
 
=============================
Volker Helzle
Lead Artist - Content Team Los Angeles
Eyematic Interfaces Inc.
Phone: (310) 342 2944 + 242
Fax:     (310) 342 2952
volker.helzle@eyematic.com
=============================
 

MultiMeshMorpher.cpp


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