Paging Cactus Dan?...Forearm Twist?
#42
Posted 30 July 2010 - 08:14 AM
When using the Mocca Morph tag there is an option called "Edit in Place"....this means you can dial up several morphs then edit one of them.
This is very handy for working on morph shapes that have to work together for example OpenMouth and Smile/Narrow where you may need to clean up the inside of the mouth area of the Smile or Narrow shape.
I can't seem to find away of being able to have one morph at more than 0% whilst editing another morph...is it possible?
Also, why is it not possible to move the morph slider unless you have gone out of edit mode by hitting "Set Offset"?....using the Mocca morph tag you can still use the "strength" slider when in edit mode...this makes it faster to check the overall movement of your morph and the path of individual points, rather than having to click in/out of edit mode.
Cheers,
mala
This post has been edited by mala: 30 July 2010 - 08:50 AM
#43
Posted 30 July 2010 - 10:02 AM
mala, on 30 July 2010 - 08:14 AM, said:
This is very handy for working on morph shapes that have to work together for example OpenMouth and Smile/Narrow where you may need to clean up the inside of the mouth area of the Smile or Narrow shape.
I can't seem to find away of being able to have one morph at more than 0% whilst editing another morph...is it possible?...
Take a look at the CD Morph Mix Subtract command.
mala, on 30 July 2010 - 08:14 AM, said:
Well, that's just way it's set up, but I'll study on that and see if I can figure out something different for the future.
Adios,
Cactus Dan
#44
Posted 30 July 2010 - 12:57 PM
-Use the Morph Mix to Tag command to create a morph which is the smile and mouth open.
-make any changes needed
-then use the Morph Mix Subtract to subtract the mouth open from the shape.
-leaving me with the corrected smile morph.
is that correct,or am i missing something(likely) and there is an easier way?
Sorry for these questions and comparisons to the Mocca Morph tag,its just that i've really only just started using CDMorphs, in the past i've always made the morphs using Mocca then if i needed them as CDMorphs i've imported them.
So i've got used to a way of doing things with the Mocca morphs..and whilst on the whole i prefer your tools,certain ways of working with the Mocca morph seem a little faster/less steps needed to achieve the same end result.
My above 'presumed' workflow would take a lot longer than clicking the 'Edit in Place' button
The ability to check the movement of the morph without leaving Edit mode is 2 clicks less..all i need to do is push the slider and i tend to want to check this movement and compare to the default a lot..also means that i can have a point on the mesh selected whilst pushing the slider back and forth,to see that points movement 'highlighted' against the rest of the mesh.
Apologies if it seems that i'm being 'down' on CDMorphs,that is not my intention...i'm just trying to learn how to adapt my workflow from using Mocca to your tools and maintain the speed.
Cheers,
mala
#45
Posted 30 July 2010 - 01:56 PM
mala, on 30 July 2010 - 12:57 PM, said:
-Use the Morph Mix to Tag command to create a morph which is the smile and mouth open.
-make any changes needed
-then use the Morph Mix Subtract to subtract the mouth open from the shape.
-leaving me with the corrected smile morph.
is that correct,or am i missing something(likely) and there is an easier way?...
Yes, that sounds about right. Normally, what I do when working with morphs that need to blend with other morphs is have the other morphs at 100%, and then just go back and forth between Edit Offset and Set Offset on the morph in question, until the blend looks good. Usually, it only takes a couple of times back and forth to get it blended.
mala, on 30 July 2010 - 12:57 PM, said:
No need to be apologetic, it's just a different work flow than what you're used to using, and I'm always open to suggestions on how the plugins might be improved.
Adios,
Cactus Dan
#47
Posted 4 weeks ago
Just been looking back over your method using vertex maps to split morphs up...I won't be doing it quite yet, i've got all my mouth morphs roughly done they still need a bit of tweaking to fine tune and of course i've got all the eye/brow morphs to go as well.
But i'm wondering if you can think of any cunning ways to make painting the vertex map easier, given that i have quite a hi res mesh with a lot of points in the mouth(tongue,teeth,etc)...i've been trying to think of method of balancing out the weighting from left to right easier, i.e 75% Left 25% Right.
was kinda thinking it would nice if i could use photoshop and paint on my nice flattened UV map...then somehow get cinema to convert a B/W map to vertex map...but not really sure how accurate that would be or possible.
Any ideas?
Cheers,
mala
#48
Posted 4 weeks ago
All I will say is hang loose, something cool is coming.
Adios,
Cactus Dan
#50
Posted 4 weeks ago
#51
Posted 4 weeks ago
And what are CD Springy Keys?!....spied them in your plugin dropdown
Cheers,
mala
#52
Posted 4 weeks ago
The new CD Morph Split command goes off the center of the CD Morph tag's point selection.
And you didn't see anything. That was just your imagination.
Adios,
Cactus Dan
#53
Posted 4 weeks ago
Cactus Dan, on 04 August 2010 - 10:38 AM, said:
..wouldn't be the first time
Cheers,
mala
#56
Posted 4 weeks ago
Cheers,
Brian

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