how do i morph two faces into one face.. it is kind of like the pictures people do to predict how their babies would like if the two faces were combined.. a newbie...and i am just curious how it was done..so i can fool around a bit.
i got Inventor recently, and i've been working on a model of a longboard just to teach myself how to use the tools in Inventor. right now i'm trying to color areas for the griptape pattern so i drew the 2D pattern and projected it onto the 3D model of the longboard. but when i tried to split the faces of the model along the projected pattern only a few of the projected lines split the faces. for other faces i kept getting these errors:
Create parting line failed Crane.ipt: Errors occurred during update Split11: Could not build this Split The attempted operation did not produce a meaningful result. Try with different inputs.
I want to take a map of a country and change the shape of it to fit exactly into another complex shape (e.g. a puddle of water, an animal outline, etc).
To be clear, in doing this I don't simply want to mask the original map image to "cut out" the chosen shape, I need to keep the entire map and distort its shape into the new shape. I'm also not talking about using displacement maps to "wrap" the map around a second object. I guess it's a "shape morph" I'm after, which leaves all the original content and just changes the boundaries.
I know I could use the warp tool, but this requires an incredible amount of time to manually change images to exactly fit a new complex shape. It also means every time I want a new shape it has to be manually done. Given that the warp grid only has 9 squares, this makes it even more difficult to get a good match to the new shape.
For example to choose a few points on the original to map to chosen points on the second shape, such that the software will then interpolate the points in between.
I have created an object (Tube012) that i am trying to use as a rotational control mechanism / rig to move some vertices (morphed spline 012) through a series of progressive morph targets.
i have created morph targets that work as key framed morphs but when i change these to progressive morphs and try to drive with an expression nothing is happening.
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.
I have an object with about 10 morph targets and I've seen some issues with some shapes, which will need a few more edge loops around the mouth. Adding an edgeloop or any other topology edition to any of the targets or the original breaks the morpher animation.Is there a way to do this? Or to propagate the topology changes to all the morph targets?
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?
how can I only morph partial sections of a morphing object? If I have a mesh sphere that morphs into like a stary blob shape, Is their a way to morph only 1 half of the sphere at a time as oppossed to the whole sphere? I thought you could limit the effect to only certain faces but that is not working. I only have 1 source sphere and one target stary blob morph to work with. I cant make others.I want to limit my morph effect to only certain faces or vertices on the sphere but I can get that to work.
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
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.
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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