Game Development Community

Morphing problem

by Alexander Gabele · in Artist Corner · 09/26/2003 (6:08 am) · 3 replies

I want to animate a face of a "goblin". With the Morphing Modification in 3dsMax - no problem.
He can look angry, look happy and so one.

Now I want a morphing animation and a Bip Animation together in the ROOT for a realistic breath with eye animation.

But he only export the BIP Animation not the morph animation.
I tried to enable the morph animation in the sequence dummy, but the exporter ignores that. Is there something wrong?

Has anyone export a morph animation?

Has anyone a complexer manual for the sequence tool?

#1
09/27/2003 (5:43 am)
Hmpf no one who export a morphing animation?
cmon?

Allright i will try it with bones........
#2
09/27/2003 (10:39 am)
If you export your data as a "morph" in the sequence the exporter will read and export your entire scene data for each frame of the sequence length. This would export for you your Morph modifier data from within max, but it would also have the adverse affect of exporting the rest of your scene too. Also as noted in the docs when you export as a "morph" you lose the ability to do animation blending within the engine beause you cannot blend with "morphs".

I am not sure why it will not export as a morph since your description of the program is very vague. But morph animations do export fine and in fact you can force anything to be a "morph". You might have to tell the exporter to "force morph" if it is not working for you but I have never experianced a situation where it would not do this.

As for solving your problem you could try two methods...
1) Export the head as a seperate DTS shape with the morph modifier data. Then use code to link the head up to your skeletons bip01 node on the body DTS shape. This would let you use your morph settings that you have and also have animation blending for the body. But you need to remember that the "morph" data that is export is similar to what you get with the snapshot tool within 3DS Max.
2) You can go forward with your idea to control the facial expressions with bones, but please note that if you do this you will need to redo all of the default TGE animation sequences too because the data must match up with the data in your DTS file or they will not apply.

As for the sequence helper, it is pretty much WYSIWYG.

Logan
#3
09/27/2003 (10:52 am)
The morphing should work. If the sequence helper checkbox to enable morphing is checked, and the begin/end keys are there, it should work.

It would be advisable to do it with bones though...