3ds Max Animation :: Morph Object Between Original And Smaller Version

May 15, 2012

I have a simple object that I want to morph between the original and a smaller version of the same thing.

I made two copies "start" and "finish". I then selected the original part and then Create/Compound objects/Morph. Under "Pick targets" I ticked "Copy" and then selected the first target ("start") and the second target ("finish") ready to set animation keys.

When I select the first target the original part moves randomly to another position in the scene. If I change the pivot point of the object it changes where it moves to but still moves it somewhere else in the scene?

If I move the original part back to the correct location the animation still has incorrect movement?

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3ds Max Animation :: How To Morph Object At Constraint

Nov 13, 2011

I want to morph an object based upon a look at constraint.

That is, assume object (A) has a look at constraint target object (B).

I want to morph object (C) to (A), based upon movement of (B).

Is this possible ?

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Mar 22, 2013

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The work i am doing is largely based on the great work of Ruramuq and Harvey from the thread "Rigging a wave (3D's Max)" Not sure why. I have file from Ruramuq and have tried to replicate his technique. Everything works well in his file so all i need to do is replicate. The answer is in here but i cant tell what the difference is between his and mine.

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Apr 20, 2011

I have an issue with the skin morph modifier. I have morphed the bend in the knee and fixed the crease behind the knee on the left leg. When I tried to mirror it over to the right leg, it goes crazy. I found out that the morph preview verts on the left leg are not staying on the model as the should be when I bend the knee. The model is perfectly symmetrical so the offset doesn't need to be changed and the mirror threshold doesn't seem to be doing anything to work.

skinMorph1: Both leg straight
skinMorph2: left leg bent with verts off of the model
skinMorph3: right leg bent with mirrored verts from left leg

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Nov 22, 2013

What I'm attempting to do is export a Skin and Morph based rig to test out in Unity. The bone and morph targets come into Unity but the actual morph animation didn't. I checked the controllers responsible and it appears that the curves driven by the Reaction Manager don't get baked when exporting to .fbx.
 
Now I suppose I can bake them myself to something .fbx understands before export but I can't seem to find a way to simply take the animation curves for the morph channels and bake it down. 
 
I really would like to get Morph Targets working in Unity but this silly problem is preventing me from doing so. 

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3ds Max Animation :: Skin Morph In 2013 - Skewing Vertices Side-to-side Locally

Jan 4, 2013

The problem I'm having with Skin Morph is that it's skewing my vertices side-to-side locally.

I'm using Skin Morph to better preserve the volume around the two joints of each finger of my hand model (See Arm1).

The two skin morph targets were created for the index finger while it was in the same position as the second image (Arm2).

I repeated this process, creating skin morph targets for the other two joints on the three other fingers and on the thumb.

The problem comes when I rotate the knuckle joint in any axis, in the third image (Arm3) I've rotated the knuckle downwards and you can see the vertices affected by the Skin Morph modifier have skewed to the left. When I turn the modifier off the vertices go back to their original position - so the problem isn't being caused by something like non-uniform scaling of my model (I reset the transforms before skinning).

The fourth image (Arm4) just shows the basic child/parent relationship that I've setup with the Bones and SplineShapes.

The fifth images show the (perhaps strange) position of the Driver Bone Matrix and the Morph Bone Matrix which could be constributing to the problem somehow.

I've uploaded the file so that you can explore my scene. armrigskinmorphproblems.zip

3ds Max 2013 64-bit Student Version
nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7

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