View Full Version : 3dsmax: morph/physique problem
25-04-2003, 04:44 PM
Hello, I was wondering if anybody has had any expierience using physique on a model that has a morpher mod applied to it. I am having trouble when the model's head is turned (via it's biped skeleton) while a morph target is turned up, the shape of the mesh becomes slightly distorted as the head turns. It is as if physique isn't affecting the morphed mesh. This issue only comes up with rotation as far as I can tell. The mod stack looks like this:
4. edit poly
Any thoughts? Am I going about this all wrong?
25-04-2003, 06:02 PM
Well that could happen due to several reasons but generally that happens because of the intersection between morpher and physique deformation process and to solve this you have to make syre that no common deformed vertices between the two modifiers and to do this go to vertex sub object in physique modifier go down and press "select" button and select the whole head vertices and click "assign to link" button now well see a three "+" marks buttons with three different colors, press the green one only..
now scroll down to the dropdown menu "blending between links" open the menu and select: "No Blending" Now move your cursor to the head and select the middle thin yellow link(bone) the head vertices should return into a green color now try your morpher it may work properly ... but if it did not then we have to discuss another way but in that case a pic would be useful, good luck..
25-04-2003, 06:23 PM
That sounded like it was going to work, but the problem persists. Something really wierd is up. I was positioning the character to render examples of the problem, when I was able to get the problem to show (head rotated 45 degrees, morph set to 100), it went away in the render! The screen display corrected itself once I clicked into the viewport. However when I turned the character's head back to it's normal position the distortion reappeared, and then only went away when I set the morph value to 0. Hmmmm...
try the stack like this
keep mesh smooth at zero. turn on the render at and make your setting there. things should move better for you as well. this should also help with your prob. i think anyway. let us know
Did you by chance mirror one of your morph targets? For some reason mirroring morph target meshes doesn't work either the target pops back to the original unmirrored mesh or the target flys off screen. Another thing, make sure that the morph target's pivot point is located in exactly the same place as the original mesh.
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