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RE: [Virtools] New Multi Mesh Morpher in combination with mesh deformation (Skin Modifier) ...



 
 
-----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 Helzle
To: Virtools-User-Group (E-mail)
Sent: Thursday, April 11, 2002 1:28 AM
Subject: [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
=============================