Tuesday, November 30, 2010

Creating Morph Animations with 3ds Max (basic)

Morph animation enables you to smoothly transition from one facial animation to another, for example to make a face go smoothly from frowning to smiling. This tutorial shows how to create and export morph animations from 3ds Max.

Process

Select the mesh and make a number of clone-copies of the mesh and move them to the side (this shift is dropped in the export tool.)
  1. Load in a file with a mesh on which you want to perform morph animation.
  2. select the mesh to be morphed (In this example, it is head01)
  3. Choose Edit > Clone > Copy > Name the Meshes. This example uses iterations of the same name: head02, head03, and so on.
  4. Select each morph target mesh and at the root level in the stack move the verticies to create a new shape. Be careful not to delete or add verticies or your morpher modifier will fail at bind.
  5. Here is an example:Image:MorphAnimCreate_01.jpg
  6. Select the Base mesh and add the Morpher ModifierImage:MorphAnimCreate_02.jpg
  7. In the morpher modifier rollout select and assign the morph target heads to their respective channels.Image:MorphAnimCreate_03.jpg
  8. Testing – After all your morph meshes are targeted into channels, adjust their weighting in the rollout and then you will be able to see the changes in your base mesh.
    Image:MorphAnimCreate_04.jpg
  9. Follow these steps:
    • Goto frame 1.  Make sure all the morph target influences are at 0 (zero).
    • Keyframe the animation
    • Go to frame 10.
    • Set the weight on all the morph targets to 100.
    • Keyframe the animation.
  10. Export the model/animation

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