Creating a corrective morph using Chronosculpt

jasonwestmas

Adapting Artist
Are you rotating just the bones or the parent model?

I have the skeleton and the model parented to a group null. That's how it comes in from maya. I'm also using maya style joints in LW with "Use Weightmap only". The elbow morph looks virtually the same no matter where I rotate the group null.

If I parent the skeleton to the the model I see no difference in the deformation. when the model is rotated.
 

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pooby

New member
Try rotating just the bones. If you rotate the whole mesh then it will give the impression that it's fine as that will rotate the morphs, however, in animation, it's usually the bones doing the rotating.
 

jasonwestmas

Adapting Artist
welp, I'm not seeing the problem yet after rotating a bunch of joints but I'm sure something will come up later. Thanks
 

prospector

dynamics...so much fun ;)
Yep applying morph to 1 frame of base model as it comes from modeler then exporting as endo with new object and doing a replace object with it.
just rotating shin bone back and toe base bone up so as it looks like a step with foot bent.
 

hdace

Melancholy&MysteryStreet
Well, I said I'd try it in a couple of weeks, and it's been more like six, but I finally tried this out and... nope. Not working well for me. I really thought it would, and it was fairly simple to try out. Everything made sense, but my morph looks quite different in Layout than it did in when I sculpted it in ChronoSculpt. But I still think it's a great idea and I'm going to try again soon. Even finding a spare half an hour is hard for me!

BTW, ChronoSculpt is extremely buggy in Mac. A lot of the key commands don't work properly, and saving the morph was bizarre to say the least. But there are lots of cool things I like about it too.
 

hdace

Melancholy&MysteryStreet
Same here. The problem is with bone rotations which demand reverse morph rotations. In Modeler I can calculate them using the "Angle" measure tool. This often solves the problem, but there's no way to do that in ChronoSculpt. But if I import the pose into Modeler I could do the same way I usually do, but that kind of defeats the purpose of using CS in the first place.
 

hdace

Melancholy&MysteryStreet
In that thread Dodgy said it would work in nodal mode if you could get bone info. But you can get bone info using DP Kit. That's something to look into.
 

hdace

Melancholy&MysteryStreet
Boy, I'd have to spend a few hours figuring that out. Maybe someday when I have some time... You could always email Denis. He's always quite helpful.
 

Happy to help out...


i later on created this, though a bit incomplete, i believe it's the most accurate method.
i think Dodgy also uses a not too dis-similar method at times...

it goes like this >

 
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