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VonBon
03-30-2016, 11:46 AM
Anyone got any links to a good Joint Morph Tutorial?

RebelHill
03-30-2016, 12:04 PM
Depends on what you're looking to do... joint morphing in LW isnt particularly straight forward.

http://forums.newtek.com/showthread.php?149194-New-Blog-Post-The-Modifier-Stack&p=1461143&viewfull=1#post1461143

erikals
03-30-2016, 12:08 PM
also see >
https://www.youtube.com/watch?v=313H-xNh8y8

VonBon
03-30-2016, 02:06 PM
I'm about to start testing importing characters into Unreal
that utilize morph targets. Ideally I wanna be able to just
import a control rig and not have to worry about extra bones
being used just for deformation purposes.

FYI, I'm using Joint style bones. (just in case someone has a good reason why I shouldn't)

And I'll be using it for the basic joint areas like knees and elbows.

RebelHill
03-30-2016, 03:04 PM
In which case you'll need to drive the morph channels directly using expressions so that they can be baked properly for export.

VonBon
04-15-2016, 12:59 PM
Ok, so I got it to work somewhat using expressions, but it is moving before bones.

Is there a function that I can use to tell the expression to apply the morph after bones?

RebelHill
04-15-2016, 02:13 PM
joint morphnig needs to happen before bones, otherwise it wont work under parent level transforms.

VonBon
04-15-2016, 02:42 PM
The morph seems to be morphing ahead of the bone rotation
and I did use the mapRange function. Maybe I don't need any
any bone influence since the morph is driven by the expression?

I'll post the file when I get home if I can't figure it out.

VonBon
04-20-2016, 11:08 PM
So if I turn the bone strength to 0, the morphs
beginning and end frames are shaped correctly
but the transition from start to finish is wonky.

Thinking maybe I can create a morph for Mid
Transition to fix the wonkiness between the
beginning and end frames, But, it doesn't
seem to wanna let me append another morph
to the expression. Is there a way to do so?

This is my current expression
mapRange([Capsule_01.Mid.Rotation.P],0,-90,0,1)

133508133509

RebelHill
04-21-2016, 03:59 AM
You havent created a compensation morph... youve just stored the pose in the morph. You cant perform taht kind of rotation movement using a morph, because the transition is linear, no matter how many in betweens you add, you'll still get the same behaviour between each of those. Go back and see the vid I posted in the thread I initially referenced... its the ONLY way to do this correctly.

VonBon
04-21-2016, 10:20 AM
I'm assuming that you mean the second part of the video
where you use EditFX. So if the animation is 30 frames,
then I need to create a "compensation" endomorph at
frame 15 using EditFX?

Wouldn't that be like just creating another morph or is
EditFX keying it to that frame?

Lightwave 3D group need proper tutorials....................

RebelHill
04-21-2016, 10:48 AM
No... the first part where I show how to get a comp morph modeled that behaves properly with bones. And no, you dont need to create a fix morph at the mid point... you need no morph at the base state, and a fix morph for the bent state. yours isnt a fix morph, its a "bent" morph.