Morph gone crazy!
by Peter Bradley
on
Oct 6, 2009 at 8:14:43 pm
Okay, here I am, casually working on a character's head for a tv spot. Four types of heads- normal, and three types of smiling. The plan is to morph between heads, depending on the shot.
Great, so... I've modeled the heads accordingly. I start a new scene to test the morph. Works great. Hooray. I save the scene.
Then, without any changes to the model, the morph no longer functions correctly. Point fly off randomly and the model turns itself inside out. I've thrown out the prefs. I've restarted the computer (Macbook w/ OS 10.5.6, btw). I've restarted Lightwave. I've even created a new scene from scratch. Same problem. Try an older version of the model, you say? Did that, too. Morphs no longer function in any kind of usable manner.
Why, oh WHY?! would Lightwave do this and, more importantly, how do I fix it?
Re: Morph gone crazy! by Eric Chard on Oct 13, 2009 at 5:47:33 pm
Are you using endomorphs, or separate object morphs?
The behaviour you describe is what happens when the point order of an object gets re-ordered. (Points are moved by reference to an internal list. If that list gets changed in the morph target or the morph source, the points are linked to points that have no relation to the others' location.) Various operations do this horrible deed, although I couldn't tell you which.
Unfortunately, I don't have a solution for you.
++++++++++++++++
"Putting the HARM in 'harmonica' since 2005."
++++++++++++++++
Re: Morph gone crazy! by Matt Stewart on Nov 10, 2009 at 3:35:54 pm
you don't have to use seperate models for morphing. In Modeler, you can open up your vertex maps window and create new morphs in there, or on the maps tab, or in the lower right hand corner of modeler. Create the new morph target, and model your changes there, then in layout, add morph mixer to the object properties, (deformation tab) and animate the morphs using the morph mixer panel.
Re: Morph gone crazy! by Brenton Younkin on Nov 25, 2009 at 7:01:29 pm
I'm also having trouble making morphs work the right way. I'm using the morphs to make the eyes blink. In Modeler I have the eye lids open. I'm using the Rotate tool to rotate on the X. Made a new morph, rotate the eye lids in to place (eye lids are Sub Patched), sync to Layout. Load the morph mixer select the morph I need, the eye lids. When I side the slider (0-100%) in the morph mixer the eye lids "deforms", it's like it is being pulled in the opposite way. Yes it does rotate, just deforms. I do have Symmetry turned off in modeler before I rotated the eye lids. I have reapply the morph with different name, but same thing.