MACE (Morph Animation Compiler & Editor)
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Maticb

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PostPosted: Wed Apr 25, 2012 11:45 am    Post subject: Reply with quote

Does this work only with furniture? I tried it on a mesh weighted using IMVU file editor and it didnt work.
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PostPosted: Thu May 03, 2012 8:42 am    Post subject: Reply with quote

As you see, it works fine for weighted accessories too:


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PostPosted: Sat May 19, 2012 9:07 pm    Post subject: Reply with quote

Oh my goodness! This tool is awesome. Hats off again to DN.
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PostPosted: Wed Jul 11, 2012 4:59 pm    Post subject: Can we rotate an object 360 degrees? Reply with quote

Love this animator and I've been making some wonderful animations with it ... but I can't seem to make an object rotate 360 degrees. I see a post here about it .. but can't see that it was ever resolved.

If I take a sphere and rotate it .... the ball looks like it is deflating or inflating. Any tips on how to set the graph or which "tweens" I should be saving in sketchup?

Deep bow.
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Pharmacist

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PostPosted: Sat Aug 04, 2012 3:56 am    Post subject: Reply with quote

Hello.
This tool is so wonderful. I used it several times so far.
For now, I have tried using the flash sticker as well as the online version but it will not load the morph target. If I loaded the morph target, it will not let me change the morph type.

I want to fix an issue I have in this product
http://www.imvu.com/shop/product.php?products_id=15068209

Any ideas what makes the violin playing action goes like this?
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PostPosted: Sat Aug 04, 2012 7:23 am    Post subject: Rotating 360 degrees resolved ... Reply with quote

I realized that I didn't post the answer to my question when I figured out how I could make the 360 rotation work.

There are no doubt several methods that could work, this is the one that seemed to do what I was looking for. In sketchup I took 11 snapshots of the ball rotating it about 32 degrees (or 33) and then exporting it until I have 11 xmf file tween states.

In MACE I loaded the base state and then the 10 tweens and set each to EXCLUSIVE. Starting with tween one I mapped a graph that went UP for 9 and down for 9 and repeated that for each subsequent tween, making sure that my DOWN for the previous state overlapped my UP for the next tween.

Below is a what the final MACE file looked like.


Hope this is helpful for anyone new to the tool. In general I find that if I have an object that is distorting, I need to make sure that I have TWO states that are overlapping, one that is coming down and the other that is going up, and that both are set to exclusive.
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PostPosted: Sat Aug 04, 2012 7:30 am    Post subject: Reply with quote

Is a lovely violin Pharmacist.

In the shop this morning I see that the violin and the bow are both animated and moving but seem to be way over the head of the avi when they come out of their case.

I would guess that this is something to do with how they are weighted rather than the MACE tool at this point. For me, when I have things wildly floating around from a sketchup export, I usually have forgotten to export using just MESH.NODENAME and instead I had used MESH.ATTACHMENTROOT.NODENAME which only works for accessories.

Good luck in getting this to work it really is very pretty.
Deep bow.
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Pharmacist

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PostPosted: Sat Aug 04, 2012 9:45 am    Post subject: Reply with quote

MrsKarmaMonks wrote:
Is a lovely violin Pharmacist.

In the shop this morning I see that the violin and the bow are both animated and moving but seem to be way over the head of the avi when they come out of their case.

I would guess that this is something to do with how they are weighted rather than the MACE tool at this point. For me, when I have things wildly floating around from a sketchup export, I usually have forgotten to export using just MESH.NODENAME and instead I had used MESH.ATTACHMENTROOT.NODENAME which only works for accessories.

Good luck in getting this to work it really is very pretty.
Deep bow.


Here is what I did step by step:
1- Created all meshes (Bow, purse and violin), unwrapped and gave each part a material nomber.
2- Attached them all. And then made a copy for the morph target.
3- Went back to the parent (name: Violin). Scaled the bow and the violin really small
4- Went to the morph target (name: Violin.Exclusive) and scaled the purse really small.
5 Linked the morph target to the parent mesh and applied the morpher modifier. At frame 0 the channel= 0 at frame 1 the channel= 100% at frame 2 the channel =100%
6- Physiqued the parent mesh to the avatar. (The purse and the bow to the right hand. The violin to the left hand)
7- Exported the mesh using the default female root.
8- Exported the morph. And this is how it ends every time I try to re-do the process.
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PostPosted: Sat Aug 04, 2012 10:14 am    Post subject: Reply with quote

So without the morphing mesh .. if you just used one of the target meshes for the violin, does it stay put in her hands?
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Pharmacist

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PostPosted: Sat Aug 04, 2012 10:33 am    Post subject: Reply with quote

Yes. it is moves the way I want it with the hands. I am using only one morph target. (Violin.Exclusive)
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PostPosted: Sat Aug 04, 2012 3:58 pm    Post subject: Reply with quote

So Violin.Exclusive when loaded in the previewer by itself works as intended. Maybe try the same XSF in the config tab that works when you used Violin.Exclusive when you load the morphing xmf.
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Pharmacist

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PostPosted: Sat Aug 04, 2012 8:11 pm    Post subject: Reply with quote

The root is always the same. I am deriving from the empty derivable.
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PostPosted: Sat Aug 04, 2012 10:45 pm    Post subject: Reply with quote

I still think it has to do with the pivot points of your morph targets since you said you scaled them down how did you scale them down? in vertex sub mode?

Anyways you can check by un-linking the morph target from the parent mesh then separate them into different pieces, then align each to the parent mesh and see?

What I see is pivot aligning problem.
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Pharmacist

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PostPosted: Sun Aug 05, 2012 2:18 pm    Post subject: Reply with quote

twistednanny wrote:
I still think it has to do with the pivot points of your morph targets since you said you scaled them down how did you scale them down? in vertex sub mode?

Anyways you can check by un-linking the morph target from the parent mesh then separate them into different pieces, then align each to the parent mesh and see?

What I see is pivot aligning problem.


I did what you said TN. And all pieces do have the same pivot as the parent mesh. It is now working fine but after several ResetXFrom modifiers on the top of each other. I do not know why. But it is working now.

Thanks a lot so very much everyone who helped me on this.
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MotoSport

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PostPosted: Mon Aug 06, 2012 1:30 am    Post subject: Reply with quote

hmmm i try this one

to learn........




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