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New improved Morpher
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  • Total Posts: 25
  • Joined: 12 June 2008 07:39 AM

like the great morph tools in Lightwave :

- add morphs directly to your object, not on duplicates
- edit them on the fly
- the ability to go negative and more than a hundred

ex : you have a morph for closed eyes, if you put -50 then you’ll have wide open eyes
ex : you have a smile morph, then if you put 150 it could be a very exaggerated smile, it’s very useful for toon and squash and stretch animations)



http://julos.carbonmade.com/

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  • maximC
  • Posted: 18 June 2008 10:22 AM

agree,

it would be great to morph to dedicated vertex map channels, with position info in them. so the morph target change, when editing the object. currently this is a very time consuming work around. and a modifier, which allows to edit a specific “morph channel”



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About progressive and negative morph targets, max has that for a while now. I think it was implemented in max 6-7, that and progressive morph targets, where you can have multiple targets to create a single morph.

Said that, I more than agree with the suggestions and I think morpher in max is almost prehistoric. Just want to add one more thing:

*An option “Always additive” for morpher. This would be very useful if you need for example to apply a morpher AFTER a modifier like skin. Ex.: To correct undesired deformations.

We did morph based rig for facial animation in our production here and there were TONS of targets, around 80 by character. Morpher don’t even let you continuously pick targets and sub-targets, the operation finishes at every click. It’s such a waste of clicks, because the workflow is this: “click pick button -> click target -> click pick button -> click sub-target (if any ) -> click pick button -> click next target -> etc.”

I prefer they create a whole new one from scratch and let this one just for compatibility reasons.

Regards,

Jr.



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having the ability to paste asymetrical vertex selections for morphs would be great...transmographier is excellent from rpmanager.com

for example:

adjust one side of the mouth and then paste the vertex transformations to the opposite side for perfectly symmetrical morph targets



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