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Pose Morph issues

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Hello,

currently I am facing issues with a rig that I am building for a character from scratch.
Joints and controllers are done so I wanted to use a pose morph tag to make different face expression poses. 

 

The way I did it was to add a pose morph tag to my master controller (which has all the other controllers as child in the hirarchy) set up the following mixing options: Position, Rotation, Hirarchy.

Next I added a pose, grabbed my eyelid controllers for example and made a pose that closes the eyelids. It works as expected but the problem is, that after I am done with my different expression poses and start animating that all the other controllers snap into their base pose positions as I move a pose slider. In that example the eyelid closes as expected but the hand for example also jumps back into its original pose. 

I actually thought that the morph only saves the objects I am touching while building the pose but every pose seems so save each controller in the hirarchy.

 

The only solution I came up with was to exclude all the controllers that do not have anything to do with my face expressions (root, feet, hands etc.) and it actually works but I do not find this solution elegant and I am worried that this way to solve it will cause some different problems later.

 

So actually it would be great how you would use a pose morph tag to move certain controllers or objects in a rigging scenario.

 

Cheers

 

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Would be easier with scene file since we don't know how you have things set up, however, Posemorph simply transitions from state A to B. So, if you want to save some poses it is better idea to create morphs per controller. With that being said, you should consider not having morphs for controllers which simply takes away your freedom in positioning...


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you can do it in hierarchy mode. best practice here is to make parent nulls for your controllers, and just include those parent nulls in your pose morph. that way you will be able to still move ALL your controllers after you've set up your poses.

 

 

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RE: Joints and controllers are done so I wanted to use a pose morph tag to make different face expression poses. 


You can do that with posemorph tag but its a bit clunky as the poses stacks up. 
Try using the Nitropose Plugin

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  • Topic Author
  • 17 hours ago, Hrvoje said:

    Would be easier with scene file since we don't know how you have things set up, however, Posemorph simply transitions from state A to B. So, if you want to save some poses it is better idea to create morphs per controller. With that being said, you should consider not having morphs for controllers which simply takes away your freedom in positioning...

    I can't post the file, sorry. One pose morph for each controller would take ages and also seems to be not very easy to create facial expressions like that. ALso it is not problem in this case to take away freedom of positioning the face controllers because I only need a few different expressions and can also blend them to create variations.

     

    13 hours ago, everfresh said:

    you can do it in hierarchy mode. best practice here is to make parent nulls for your controllers, and just include those parent nulls in your pose morph. that way you will be able to still move ALL your controllers after you've set up your poses.

     

     

    that would also be a solution bat actually the same as EXcluding all controllers that have nothing to do with the face, right? Thats actually what I am doing atm. but I already had issues with that workflow. Actually I do not need to move my face controllers after setting up the expressions, only need to move the others (hands etc) and that is possible by excluding them from the posemorph tag. 

     

    1 hour ago, bentraje said:

    RE: Joints and controllers are done so I wanted to use a pose morph tag to make different face expression poses. 


    You can do that with posemorph tag but its a bit clunky as the poses stacks up. 
    Try using the Nitropose Plugin

    Had a look at that plugin but I was not able to only store my face controllers without storing all the others (about the same problem I had with pose morph)

     

     

    All in all I was able to do it by excluding the non-face-controller from the morph tag but I already had issues like expected. When I came back after doing some animations with the rig to add a new face expression in the pose morph because I needed one additional one I was not able to do so because it interestingly did not let me move the controllers even the ones that are not EXcluded from the pose morph. After removing all the Nulls from the exclusion list I was able to add poses again but it destroyed all the previous poses - I really don't get it. Gladly I have a previous version with some stored poses before setting up the exclusion list. So now I just have to make sure I really set up all the face expressions I need before throw the other controllers in the exclusion list. Super strange 😞

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