-----Original Message-----
From: Araya [mailto:araya@easynet.fr]
Sent: Thursday, April 11, 2002 11:09 AM
To: Volker Helzle; Virtools-User-Group (E-mail)
Subject: Re: [Virtools] New Multi Mesh Morpher in combination with mesh deformation (Skin Modifier) ...Hi All,The skin & bones process occures after all behavioral processing, and flatten out all mesh modifications.The only way to make it work in combination with the multi-mesh morpher would be to change the code of the "multi-mesh morpher" so it can detect if the mesh has any skin&bones system and in this case, put the result of mesh morphing into the inner structure of skin&bones. So when the skin&bones deformation arrives, it would consider the deformed mesh as the original one.Too sad that there's no other way to make this happen.But if you don't feel like doing it, I would simply suggest not making the neck and face the same mesh.Sure, but this would be a hack. For high quality character animation, it is just necessary to have a single skin mesh with smooth deformations.Anyway, thank's for getting the answer to this problem.v.Hope this help,Araya----- Original Message -----From: Volker HelzleSent: Thursday, April 11, 2002 1:28 AMSubject: [Virtools] New Multi Mesh Morpher in combination with mesh deformation (Skin Modifier) ...Hi List,yes, I'm still bothering with the Multi Mesh Morpher ;-)I finally got the time to install the 2.1 update and play with the new Multi Mesh Morpher and the Relative Morphing option. Works just great!I was also surprised when I realized that the export of mesh deformations using the Skin Modifier is now being supported by the latest Max exporter.It's great that you finally support this since it is a real opportunity for users without Character Studio.Now for the tricky part. I want to use these two features together on one mesh:I use the mesh deformation with the Skin Modifier to smoothly deform the neck of my character when the head rotates. I then want to use the Multi Mesh Morpher to trigger facial expression. However this does not work.If I remove the Skin Modifier in Max and re-export the scene I can use the Multi Mesh Morpher as intended but have no neck deformation.I also tried to export the mesh as character and 3d object, no difference.Any ideas?Thanks, Volker=============================
Volker Helzle
Lead Artist - Content Team Los Angeles
Eyematic Interfaces Inc.
Phone: (310) 342 2944 + 242
Fax: (310) 342 2952
volker.helzle@eyematic.com
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