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slash production time making complex morph targets

slash production time making complex morph targets

2004-02-26       - By life3d2000

 Back
     One or the problems with making complex morph targets for a
face, or any part that you want to look the same on the other side is
that you can't delete one half, then use the command `duplicate with
symmetry', because the vertice numbering gets confused.

     However there is a way using UVMapper and Carrara to get round
this.
Two essential design considerations must have been implemented when
the base model was constructed, or you will not be able to use this
speed morph target method.

    One:  Your model must be constructed correctly with a centre
line.

     Two:   This centre line must have an even number of vertices,
as apposed to an odd number (i.e  202 not 201)

    Note: If the original part was not constructed correctly using
the above criteria, then you can go to he root directory were the
base model is stored. Open it and add or delete any vertices, or
create a centre line.
   
    For instance if you made a figure for animation for poser it
will be in the 'Geometry' folder. You can import it into Carrara as
an obj (with the correct import settings) and fix the construction of
it, then save it back to the same folder as an obj. When you open the
figure from the library you will see the geometry has been updated,
so now you can use the updated base part to create a speed
morph.          
           
   So say For example say you have a face and want to open the mouth
wide, this is a huge job, for one thing you have more than twice the
work load as not only do you have to do each side separately, but the
end result must look realistic enough to avoid seeing flaws. And
don't forget you will have lips, mouth and teeth in there as well (I
could give more tips about the lip/mouth/teeth areas, but will not
get distracted from simply outlining how to achieve less time working
with complex morph targets which require both sides looking similar,
or the same.

     Once you have finished up to and including step5 below, you can
quickly make the face or what ever part look asymmetrical, by
changing local areas (for any organic parts like for example from a
body, I use the sphere of attraction tool.

So are you ready?........

    Step1:   Delete one half of the face up to, but not including
the centre line.

    Step2:  Activate the correct working plane in the working box
icon at the side of the screen by clicking the axis plane you
require.

     Step3:  Move the working plane exactly to the centre line (now
at the inside edge of the remaining part of the face) by holding down
the ctrl key + selecting/clicking a vertex on the centre line.

     Step4: Open the mouth with the tools available (I use the
rotate, scale and sphere of attraction tools to achieve this)

     Step5: Duplicate mesh with symmetry, thanks to C3 the DWS
command  welds the join automatically!

      Step6:  Export the mesh to UVMapper as an obj.

      Step7:  Open the file in UVMapper. It will show 2 groups for
the face when it is only one, so select all and rename the group to
its original name.

      Step8:  Save out the face with only the materials enabled

     Now your morph target is ready for Poser, Carrara etc.(If you
strike any problems the list or I should be able to talk you through
it.)

Have fun
Patrick martin
Http://www.life3d.co.nz

Note: If you wish to pass this information on please simply
acknowledge who it came from.



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