View Full Version : Max5 doesn't render "morpher" deformations!!
29-03-2003, 02:12 PM
I have a head with some morphing targets applied using morpher modifier and everything worked good untill I rendered the scene and discovered the unexpected surprise!! MAX does not render morphing changes, it renders only the original pose!! as if there is no morpher modifier applied!! so what the hell is that!! I have tried to merge the object with another scene without hope!! :( and I tried another object and it worked well... could somebody tell me what is going on?? please..
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29-03-2003, 03:12 PM
Do you have the mesh_smooth modifier set to have a different iteration number at rendering? In that case the morpher modifier might not work, cause it only works on objects which have the same number of vertices (+ they have to be numbered the same (I mean the vertices)). In this case you'd be dealing with very different objects.
You should try moving the morpher modifier before the Mesh_Smooth. That's the proper way of doing it. :)
29-03-2003, 06:08 PM
Great thanks!! that is the answer!! but that is strange because the targets have the same thing!! but thanks again:) ;)
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30-03-2003, 05:18 AM
to morph you need the same vertex count and more importantly the same vertex order. if you use meshsmooth then all of the targets should also be smoothed, however i have also seen some odd behavior sometimes with a layer of smoothing on top of base targets.
good luck dude
31-03-2003, 02:34 AM
and more importantly the same vertex order
I did not get what do u mean with this !! but anyway morpher modifier does not accept a target if it doesn't have the same vertex & poly count that is why I said it is weird !!
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31-03-2003, 05:00 AM
Well... In case you didn't know - the vertices have numbers. :) And the morpher modifier won' accept it if one object has a polygon made of 2nd, 3rd and 54th vertex, and the other has the corresponding polygon made of: 85th , 2nd, 56th...
31-03-2003, 05:15 AM
Now it is crystal:) thanks again!:haha:
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31-03-2003, 11:50 PM
if u use the morph
before the meshsmooth
it not only less buggy
but it has a better result most of the time
i hate bugs
Who else has allot of bugs
5.0 to 5.1 solved many
but i still get allot of hangers
and it corrupts my files too:mad:
01-04-2003, 12:51 AM
well its not just about what the morpher will accept
but if you mess up the order, what will end up happening is that the vertex set that's supposed to be the nose in one model might become the toe in another. you'll get a mesh that completely flies apart and is basically useless. i deal with morphing a lot at work and this has happened on many occaisions which lead to huge headaches.
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