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View Full Version : Perfect joint morphs in LW solved, but a bit painful.


Dodgy
11-30-2010, 03:07 AM
Hi all,

So I worked out a way to get exactly perfect joint morphs working in Layout. The problem is it uses FI mini morph and that is a bit fiddly to work with.

A quick run down of the methods I've tried first:
Anything using weightmaps is out as I very rarely use them, and I'd like the method to be more flexible than this.
Anything using JointMorph doesn't work as soon as you rotate a higher bone in the hierarchy. Try sculpting an elbow then using JointMorph and then rotating the shoulder. The morph starts morphing in the wrong direction. Smartmorph from Polas has the same problem.

JointMorphPlus morphs properly, but it's hard to get the morph exact as it needs a morph which has been generated before the bones distort the mesh.

FI's minimorph is the only tool for layout which allows you to edit the mesh before bones, which you do in the panel (which shows the mesh undeformed by bones), but after each move, the layout mesh updates, which shows you the post bones deformation. This gives perfect results when saved as an endomorph and used with JointMorphPlus, but the interface is a bit of a pain to work with, both the fact the navigation around it's 3d view is not the same as LW's, and you can only move, rotate and scale points, when I'd really like drag/dragnet-like tools as well. Does anyone know of any other tools which can do the same thing, but is more user friendly?

lardbros
11-30-2010, 07:34 AM
Hey Dodgy!

Any chance we could see any of your tests? Wouldn't mind seeing how successful you've been! :D

Greenlaw
11-30-2010, 12:40 PM
Yes, I'm interested in this too! Its always been a pain to do this sort of thing between Layout and Modeler because the tools are still not fully integrated. I waste a lot of time making endomorphs through 'trial and error' to make credible clothing folds at the joints, so anything that speeds up the process is welcome.

I'm hoping that Core will eventually allow this sort of editing (edit endomorphs while a joint is bent and immediately test the deformation) since it will have some animation capabilities, even if I wind up doing the final animation and rendering in Layout.

G.

Cardboard
12-01-2010, 03:50 PM
Umm... it's hard to know what you've already tried... but...

There's "LayoutMeshEdit" from www.3dcel.jp

Their description: "Allows one to edit an object's points directly in layout using an interactive tool. Supports rotation, translation, stretching and resizing along with the ability to enter values directly."

Will it work? No idea. Is it easier/more useful? No idea. All I know is it exists... (!!)

Greenlaw
12-01-2010, 04:57 PM
Will it work? No idea. Is it easier/more useful? No idea. All I know is it exists... (!!)
Does it edit Endomorphs in Layout? Even if it doesn't, I'll still have to check it out. :)

G.

Dodgy
12-01-2010, 08:15 PM
Layoutmeshedit is dodgy, as it directly modifies the base mesh, and if the mesh is deformed, it bakes that deformation to the base mesh, so I really wouldn't use it unless you're trying to fit a model to a photo.

Greenlaw
12-07-2010, 04:23 PM
Finally got around to trying LayoutMeshEdit. This tool is not very useful for the subject of this thread but it's totally awesome for setting up camera projection scenes.

Thanks for bringing it to my attention...I actually needed to use this today.

G.

Cicero
05-05-2012, 06:52 AM
Annoying doesn't even begin to describe it.

It has take me months to figure this out and the most irritating part was I knew there was people who'd done it.

Thanks.