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
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