View Full Version : Another reason for Deformation lattices for character animation.

02-18-2004, 12:31 AM
Just say you create a model and them work on a large series of morphs. Then if you want to change the geometry, it becomes a problem. However, if you had a deformation lattice linked to your character, you could work on your original model without affecting your morphs. Also, you could adapt the lattice so any number of different models can use the same setup.


02-18-2004, 04:25 AM
What do you mean: to change geometry?

And what problem then appears?

Lightwave has endomorphs and as long as i know you can
change the model in any way by adding and removing geometry.
The system is very flexible.

The only problem i have encountered is that when you have
plugins who use vertex maps, and you add morphs or weights,
the plugins may mess up (smartskin.p).

Something analogous to lattice is MD Meta Plug and MD Meta Plug Morph.

02-18-2004, 12:32 PM
Say you are working on the human face and you create phoneme morphs then later, you want to change the nose by cutting, slicing, or adding new points. Of course, the endomorphs get screwed up by this and sometimes effects the original geometry.

Just as an example: I was working on a simple low poly model and I made some morphs. However, some points down the middle weren't joined so when I tried to merge the points, they wouldn't co-operate.


02-18-2004, 02:16 PM
I have also encountered the problem with merge command.
When this happens use weld instead (or weld to average).

(And edit geometry not on morph level but on base level.)