Reply
Reply
 
Thread Tools Display Modes
Jesster's Avatar
Old (#1)
Hey All,

When I go to add a "Create Morph Target" to my face mesh; the face mesh moves to the left on screen when I move the spinner from 0 to 100. The mesh is deforming correctly but it is just moving. What am I missing here to cause the Mesh to move to the left?
If I do a "Load Multiple Targets..." the 1st target gets doubled. If I use the spinner on the 1st of the doubled Targets it works correctly but the 2nd Target has the moving to the left issue and all the rest after that one.

I tried adding a "Reset xForm" When I do this and move the Morph spinner to 100; it now moves backwards.

(Thinking out loud here) I maybe off here but some how it is saving the position of the Mesh I am targeting. But then why is it working when I do a "Load Multiple Targets..." on the 1st target that gets doubled then?


Thanks for your help on this [img]/images/graemlins/smile.gif[/img]
Offline , null, 9 Posts, Join Date Jun 2006,  
   Reply With Quote

low odor's Avatar
Old (#2)
strange....make sure you reset transforms on all the targets too...as well as the base mesh...collapse the reset xform into the stack, then add the morpher modifier, then reload all your targets
Offline , card carrying polycounter, 1,906 Posts, Join Date Mar 2006,  
   Reply With Quote

Rick Stirling's Avatar
Old (#3)
I've had this a lot in max 9 too. Spinning the morph moves the source object.

I always manage to fix it, but I'm not sure how.

Let me think on it.

I'm sure it was something to do with the order in which I cloned the source mesh and set up the morphs.
Offline , veteran polycounter, 4,217 Posts, Join Date Oct 2004, Location Edinburgh, Scotland Send a message via MSN to Rick Stirling  
   Reply With Quote

Eric Chadwick's Avatar
Old (#4)
Could be different pivots?

Morph targets use their pivot position & orientation as the center of the morph transformation. You might want to make sure they all share the same pivot location/rotation, then Reset Xform to "bake" the pivots.

If you have a short character morphing to a tall character, and you put both pivots at the bottom of the feet, then the character will grow properly from the floor upwards... but if you put the pivots at their waistlines then the feet will morph down through the floor.
Offline , Polycount.com Editor, 6,676 Posts, Join Date Oct 2004, Location Boston USA  
   Reply With Quote

danskimanuk's Avatar
Old (#5)
Hi,

Im having a similar problem. When I 'up' the spinner value on the morpher modifier, I get my morph but my mesh also moves in a strange way.

I understand that the pivot location may be different for each mesh and that is what is causing the problem, but as a relative noobie to max i dont know exactly how to ensure that both meshes have the same pivot in terms of setting the pivot points? Can anyone give a quick howto on this, and how I can incorporate the xform modifier to ensure the set pivots remain?

many thanks
Dmanuk
Offline , null, 1 Posts, Join Date Jul 2011,  
   Reply With Quote

freddyatlantis's Avatar
Old (#6)
im not quite sure yet why this happens, but here is what you need to do.
first select your target mesh and using alt+A align the target mesh to the original mesh in the x,y, and z positions and orientation. then select the target mesh, turn off the skin modifier (as well as any other modifiers that you have in the stack), go to the hierarchy panel and select "affect object only", then "center to pivot". that should do it.
Offline 1 Posts, Join Date May 2013,  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch