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SpikeShop
Joined: 08 Sep 2010 Posts: 62 Location: Netherlands
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Posted: Thu Apr 05, 2012 7:03 am Post subject: Mesh moves away from bone when Morphing |
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I have yet another morph related problem, I am making arm accesory for morphs, I have no probems when i wighted the mesh to rtElbow everything morphs ok and mesh stays in the correct position in relation to the position of the bone. however when weighting the lfElbow the orignal mesh is wighted to the bone correctly, however when morphing the mesh moves away from the bone and appears to be floating mid-air at 100% moving in relation with the bone but appeaering to be suspended indepnedent of the Avatar. What an i doing wrong here?
I use Physique to wieght
and I am using only 1 morph target as .Additive |
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twistednanny 
Joined: 29 Sep 2007 Posts: 2680
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Posted: Thu Apr 05, 2012 8:09 am Post subject: |
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I'm guessing you had moved all vertices of the morph target out from their original position ~ it's very difficult to explain in words but I'm gonna try to explain it as simple as I could.
When you clone a mesh to make it a morph target, you can actually have it placed anywhere, however when you transform the mesh by moving the vertices, if you select them all and move them from the original pivot point and use that as a morph target you will see the mesh transform/move to where the new position is. If this is the case it is easy to fix, you can align the morph target to the parent mesh and then select all vertices and move them back where they should be.
The other thing is you should have your morph target named with .Exclusive
The naming convention .Additive is used when you have multiple morph targets and you want to mix them up but you must have one morph target with .Average present for it to work (like head meshes). _________________
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Spirit 
Joined: 30 Nov 2006 Posts: 5120 Location: Ireland
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Posted: Thu Apr 05, 2012 8:45 am Post subject: |
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when i morph i always keep the clone/copy in its original spot i hide everything i need to so i can see what im working with, it appears to work better _________________
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SpikeShop
Joined: 08 Sep 2010 Posts: 62 Location: Netherlands
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Posted: Thu Apr 05, 2012 9:10 am Post subject: |
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Thank you both i think i understand where i went wrong.
@Nanny....Am i correct in saying that if i am working with only one morph target i should have it set as .exclusive or do i need to create 2 targets calling one .average and the other .exclusive? |
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twistednanny 
Joined: 29 Sep 2007 Posts: 2680
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Posted: Thu Apr 05, 2012 11:15 pm Post subject: |
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Yes most of the time you use .Exclusive for any morph target(s), however when you create something that will have mixes of stuffs like this product you will set it up differently (that product is one single mesh with 2 morph targets: one with .Exclusive and the other with .Additive). _________________
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SpikeShop
Joined: 08 Sep 2010 Posts: 62 Location: Netherlands
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Posted: Fri Apr 06, 2012 8:12 am Post subject: |
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| Awesomeness!!! ok thank you ladies for your helpful suggestions, i tested out all the suggestions and now i understand how to create the product. All i need to do now is make my morph meshes to look a bit more neater looking..... I will link the finished product after the weekend. |
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SpikeShop
Joined: 08 Sep 2010 Posts: 62 Location: Netherlands
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