PDA

View Full Version : nonlinear morph



santi
06-08-2004, 05:21 AM
I would love to see nonlinear morphing. it would be just fine being able to set a middle step in the way, just to achive a curve in the process....point never go straght anywhere.


Sorry for my english.

greetings from Madrid

Exper
06-08-2004, 05:29 AM
Take a look here:
http://thespread.ghostoutpost.com

NonLinearMorphDM (v2.3) -Released (11.11) - non-linear morphing using Endomorphs.

http://thespread.ghostoutpost.com/NonLinearMorphDM.zip

Unworkable in LScript v2.6 - use LW7.5!

An LW8.X solution will be very welcome!

toonafish
06-13-2004, 10:02 AM
Try this one, it's still in development but there's a demo version you can download :

http://smorph.polas.net/smorph/

Fish
http://www.toonafish.nl

Castius
06-13-2004, 06:23 PM
I think adding REAL non liniear morphing would be a great addition to Lightwave powerfull endomorphs.

toonafish
06-14-2004, 07:26 AM
euh, what Polas is working on at the moment is REAL non linear morphing :-)

Fish
http://www.toonafish.nl

Castius
06-14-2004, 03:59 PM
"Smart Morph it is a plugins that allows to set up non-linear sequence of morph targets"

This is not the same

toonafish
06-16-2004, 03:31 AM
Not only that, it uses a non linear interpolation for the morphs. So the vertices don't morph linear from one coordinate to the other but a with a b-spline, catmull-rom or TCB interpolation.

This is non linear morphing as far as I know, but maybe you mean something else ?

Fish

tudor
06-16-2004, 07:43 AM
I did something like this with simple expressions..

I had to morphs for a face. A and E.
When mixed they did not look quite right, so I created a new morph where they were blended - AE.

Now, whenever I applied the A and E morphs at the same time I instead applied the AE morph.

It worked something like this:

I created 2 dummy nodes AA (the one I animate in morph mixer) and EE (same here, the one that gets animated), then used some expression like this:

AE = AA * BB
(if both at 100% (1) then the result is 100%)
A = AA - (AA*BB)
B = BB - (AA*BB)

Quite easy and nice to use..

The same could be applied to any non linear morph. You just fade in a morph half way that gives in non linear properties.

A = morph (closed eye for example)
B = fix at 50%
C = dummy morph. The one you animate in morph mixer.

A = C * C
B = sin( 3.14 * C )

This should be easy enough to make a script out of this...

edit:
Looked through this again, and is not an entirely correct solution, but it is a good starting point.

edit2: Tried it.. It works pretty ok..

toonafish
06-22-2004, 01:44 PM
Maybe I'm completely wrong, but you're not getting not linear morphs this way. All you get is a linear morph from A to B and then a linear one from B to C. The vertex motion will not move with a bezierpline interpolation, and that's non linear as far as I know.

What you're talking about is just 2 linear morphs with an improved 50% combination of both. I like the idea of the dummy morph sliders though ;-)

But there seem to be different ideas about what non linear morphs are.

In Maya they call morphing with a texture falloff non linear :-)

Fish
http:/www.toonafish.nl

tudor
06-23-2004, 02:39 AM
Non linear morphs would be morphs that does not move linear ;)

My solution does not mean that the morphs would get a linear interpolation as I use x*x and sin curves. They sofly blend into eachother.

To get non linear morphs you need a 'key' in the middle of the morph to get a curve in the motion. As it is a straight point morph, the only way there is is to use a morph target to set the middle position. What is now lacking in LW is just this.. spline interpolation of morphs. We can construct out own solutions to this though..

Looked through my solution again, and I see that it is a bit faulty.
The new solution that I suggest involves one middle endomorph, but the movements of the middle morph would be controlled with cyclist driven by the main morph. Now you can really tweak excactly how you want it to look.

As you see, the middle morph forms takes the x position of the base, and the y position of the target. That means that we can now adjust the curve to closely resemble a proper non linear morph solution.. If you want to expand this you could separate the y and x movement into 2 separate morphs and gain better control at the start and at the end.

/edit

Seems like I am talking out of my a**.. looks like s**t I am afraid. Guess we need a proper solution for this afterall. Being able to set morph influence on just the x, y or z axis would help..

I get the non linear feel to it, but the motions are hard to get right, even when I have a separate x and y fix morph..

hesido
01-08-2005, 06:47 AM
I was to open a new thread about this but after a search I bumped onto this, I wanted to revive it.

This would be real good feature. As soon as you define an endomorph in the middle of an action, you would have three different locations of a point which can form a virtual spline path for the point to follow.... I call it Virtual Spline Path Morphing :D (how's that for a feature request :) )

What Santi said was exactly what I was going to write, but I'd add some images just for show :=)