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.)
- Load in a file with a mesh on which you want to perform morph animation.
- select the mesh to be morphed (In this example, it is head01)
- Choose Edit > Clone > Copy > Name the Meshes. This example uses iterations of the same name: head02, head03, and so on.
- 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.
- Here is an example:
- Select the Base mesh and add the Morpher Modifier
- In the morpher modifier rollout select and assign the morph target heads to their respective channels.
- 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.
- 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.
- Export the model/animation
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