New Director 2003-12-17 - By Thomas Higgins
Back Simon,
> I'm sort of new to the list, so I'm still just learning who's > who.
Ok, well for starters I'm Tom Higgins, Product Specialist and QA engineer for Director. Along with a few other folks (notably Christophe Leske, a regular on this list) I was one of the key feature testers for 3D in Director 8.5. I'm a long-time Macromedian (just over 5 years, if you count that as "long-time" I s'pose) and I think Director is one of the greatest things since sliced bread. One might even say Director is "de lekkerste" (see my sig, it means something like "the tastiest").
> I want to create characters in max, combining multiple morph > targets for facial animation and character studio for all the > other animation. > > Currently I can't because there is no morpher modifier in > shockwave 3D. I tried to write lingo that would manually > interpolate between two meshes, but it doesn't work because > the w3D exporter from max randomizes the vertex order when > it exports meshes.
As you've surmised the exporter just doesn't allow this as you can't get predictable vertice results that would allow you to use the meshDeform modifier to animate between nor a morph modifier that would support this exporting natively. :(
> Also, very knowledgable and helpful people (on this list) > have informed me that you can't do mesh deforming stuff on > things that are set up with bonesplayer.
And they're right. The bonesPlayer and meshDeform modifiers can in fact both be added to a single model, but the problem is that the bonesPlayer modifier wants to constantly set the location of all the vertices in all the model's meshes. Thus, the bonesPlayer modifier would stomp on any changes you made via the meshDeform modifier and so it's really pointless to try using them together.
> Is there anything that can be done to talk macromedia into > developing some sort of morphing modifier that would work with > the bonesplayer? Just think how great the workflow would be, > and the results it would allow you to achieve in director...
I think that long before we worry about doing a morphing modifier we'd worry about: pixel shaders, bump maps, real-time shadows, performance improvements, hardware anti-aliasing, improvements to ray casting, etc. There are *many* things that folks want implemented in SW3D, not that a morphing modifier is a bad idea, it's a *really*sweet* one, but if I or you can convince anyone to get 3D changes in then I believe there's a rather large laundry list of things to take care of first (z-depth sorting on semi-transparent models anyone?)
In general I think a release of the SDK/XDK for 3D would allow 3rd parties to begin adding these types of features so it wouldn't be all up to Macromedia. The trouble is that we haven't yet released that to the public (again, the contract with Intel and other technological concerns have prevented Macromedia from doing this yet) and until it is the task is left to us (MACR) to handle such requests. Ugh.
Have you considered using a skeletal head to make your character "talk"? Create a bone cage with a jaw and facial points of control, then to "speak" you determine the phoneme(s) required and then move your bones between those positions? Have a look at something I put together during D8.5 for reference:
<http://www.directordev.com/learning/demo_movies/3D/modifiers/bonesPlayer/li ngobones_player/default.htm>
Or you can take a look at what the folks at IMS3D have done:
<http://www.ims3d.com/>
There are a few other solutions out there, hopefully something will spark the idea that solves your problem.
I hope that helps!
Cheers, Tom Higgins Product Specialist - Director Team Macromedia
DIRECTOR, de lekkerste!
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