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ktrumble
04-30-2004, 03:10 PM
I'm getting very strange results with CreateJointMorph, the new tool I was most excited about. First creating the morph on the bent/deformed object is even easier than I had hoped for but I'm not getting the morph to work properly in Layout. It's even worst in the actual model than in this example of the problem.

This is what I do:

First I create the skelegons and weightmaps then assign the weightmaps to the skelegon. Next I create a morph in this case called 'elbow' as below.
http://members.rogers.com/kirktrumble/premorph.jpg

Then I selected the skelegon, activated CreateJointMorph then opened the numeric panel. Rotated the skelegon 90degrees and get this:
http://members.rogers.com/kirktrumble/firststep.jpg

I then drop the CreateJointMorph tool and move the points to create the morph:
http://members.rogers.com/kirktrumble/morph.jpg

Rotate the skelegon back 90 with the "after' button selected. It looks like this now:
http://members.rogers.com/kirktrumble/after.jpg

I drop the CreateJointMorph tool and send the object to Layout, convert the skelegons and add Morph Mixer (Joint Morph Plus gets the same results) Without rotating the bone the the morph looks the same as in Modeller.
http://members.rogers.com/kirktrumble/morph_only_layout.jpg

But when I bend the bone I get:
http://members.rogers.com/kirktrumble/morph_100.jpg

The bone rotated and no morph looks like what i would expect though:
http://members.rogers.com/kirktrumble/no_morph.jpg

The arm object I really want to use this tool with is much worse. It lets me create the morph in the deformed position easily enough but reseting the rotation back to make the "after" rotation/morph creates this deformed object:
http://members.rogers.com/kirktrumble/arm.jpg
That's a forearm with moderate morphing that actually didn't even alter many of those distorted points.

Can anyone tell me what I am doing wrong, please?

WizCraker
04-30-2004, 03:28 PM
I don't have 8 but there should be an option in object properties to allow displacement after bones or something in that fashion.

Suricate
04-30-2004, 03:48 PM
It seems to me that you didn't paint your weight maps correctly. The middle points of your object seem to have 100% percent values for each bone, adding up to 200%. So basically what you should do is either of the following:
a) Give the middle points weight values of 50% for each bone
or
b) give weight values of 100% for one bone, 0% for the other
or
c) enable the option 'Weight Map Normalization' when creating the morphs.

Hope that helps.

ktrumble
04-30-2004, 07:57 PM
Well, the weight map change made the box test object deform properly. I always use overlapping weight maps on SubD character models so I didn't think it would be the problem.

But I'm still left with the problem on my character model. I followed the same procedure making the morph for the box and arm. the procedure seems to be correct but the effect on the arm can't be explained by overlapping weight maps since it is effecting much more than that area. However, I'll try deleting all my vertex maps and see if building everything again will help now that I know I'm creating the joint morph properly.

Thanks for the help.

ktrumble
05-01-2004, 11:28 AM
I've resolved all my problems. When working with a SubD model you must turn off SubD before rotating the joint with CreateJointMorph then turn back on to make morph but turn off again before rotating back for the "After" position. And I've learned morphs don't turn out right with overlapping weight maps that total more than 100% when adding the values together. Though I'd swear that all the tutorials use such maps for joints. I've always found the results better and easier to set up when doing this for straight deformations though (unless I've just been mistaken all this time and just following a bad habit).