Tuesday 17 May 2011

Post 37 - Mirroring problem and work around


One major problem I came up against is that for symetrical morph targets to be made, the best thing to do would be to simply mirror the morph target and job done. However, each vertex has unique ID, so mirroring geometry will not be a true mirror and will only morph what has already been done. I came across this video online which explains the problem and the work around. The solution to the problem involving skin wrapping and key framing morph targets can be seen below. So the stages needed to do this are as follows:

1. Copy morph target you wish to mirror (i.e. right smile and call it left smile).

2. add a morpher modifier to left smile it and select the 'default' head (usually a copy of the actual rigged head)

3. Now mirror the left smile head.

4. Set a key frame at 0 and one and frame 10 (at frame ten, select the morpher channel and turn it up to 100)

5. turn auto key off

6. Make a copy of the default head and align it to the left smile head.

7. Add a skin wrap modifier to the copied default head and add the left smile head as the influence. 

8. Now, move the time line back to zero (you should now have the copied default head mimic what the left smile head does.)

9. After slight tweaking, collapse the copied default head, delete the left smile and rename the copied default head, left smile. 




You will now have a head which has the correct vertex id and so can be used as a mirrored morph target. It is very surprising that there is not a standard button or option for this function. I have used this technuiqe to make all of the jaw and eye morph targets. I have yet to make eye brow targets so this is still to come.






Mirroring for morph targets - LINK

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