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View Full Version : delay on morphmap?


Paulllio
08-19-2003, 06:05 AM
Hi there,

Is there a way to delay a morphmap over a certain axis? I've got an object that exists of about 20 boxes. The morphmap "rotate" rotates them 90 degrees in one direction. But i want a time delay between the first box that rotates and the last box that rotates. Now they all rotate at the same time when i use morphmixer... I've tried inertia but that doesn't seems to work together with morphmixer... Can somebody help me? Thx in advance,

Paul

txbob
08-22-2003, 11:18 PM
There's not a way, as far as I know, to "delay" a morph map, but if each box is a seperate object, you could obviously just set the morphs to happen at different times.

I trust you are aware that morphing is a linear process, and that a morph won't rotate anything. Watch your morph happen in layout, and I think you'll see that the object will sort of turn itself inside-out, and then right-side-out facing the other way.

If you want the object to actually rotate, keying is the way to go. Once you create the motion of the first object, you can save the motion file, and load it onto the other boxes. In the graph editor, you can time shift the keys. Shouldn't take more that a few minutes to set up.

Hope this helps.

Paulllio
08-26-2003, 02:07 PM
Thx for the reply txbob. I am aware of the way a morphmap works. I was hoping there was an easy solution for my setup. Keyframing is also an option but isn't really flexible when i want to change something after keyframing and copying the motion to all the objects. The setup i descripe in my example doesn't really represent my actual situation that will exist of a lot more objects... Is there perhaps a way to copy and paste a motion with predifened offsets to a bunch of objects? Thx in advance, grtz,

Paul

evenflcw
08-26-2003, 09:16 PM
You could always use Follower or write expressions I guess.

Or instead of relying on morphmixer you could use Normal displacement with displacement direction set to Morphmap. This will enable you to a decent amount of control of morphing using textures.

Click for Example (400kb) (http://w1.851.telia.com/~u85113006/temp/Regular_vs_TexturControlled.avi)

The top shows regular morphing using morphmixer, going from base to a flattened version and back again.

The bottom example uses the Morphmap (with the same flattened morphtarget) option of Normal Displacement with a gradient texture tied to a null to control where morphing occurs and the falloff. I'm simply moving the null accross the object.

Zafar Iqbal
08-27-2003, 09:14 AM
Wow, i was wondering about the EXACT same thing earlier today... cool :)

Paulllio
08-31-2003, 03:36 PM
Thx a lot evenflcw! I wasn't aware of the function Normal displacement with displacement direction set to Morphmap. It did the trick for me :) Love this forum, sorry for the late reply wasn't home... Greetings, Paul