Trouble with morphs and weight paint point edit.

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Trouble with morphs and weight paint point edit. // Tech Forum

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Post by Jeff99 // Jul 27, 2008, 5:25am

Jeff99
Total Posts: 18
Hi, I'm excited to try ts7.6. I was rigging a character in 7.51 and had so much trouble tryhing to weight paint the inner mouth parts. NOw with 7.6 I shoulld be able to do this. However...


For some reason my character model will not respond to wight painting with "convert skin weights to soft ..". I can make it work on a sphere primitive that I bone and weight paint, but on my pre-rigged model it does not. When I click the icon it changes to point edit mode, but I can't select anything. Other weight painting features work fine.


Also on the same model I can not get morphs to work. Again, I believe I'm doing every correct. I can make it work on a sphere prmitive, but not my character mesh. I tried with a non-boned mesh (my character) too, but morphs won't work.


Any ideas. I know you probably need more info, I got to go right now and won't have time to work more on this until tonight.


Thanks for anything... -Jeff Oh.. the character model was not built in tS but was an imported obj.

Post by Heidi // Jul 27, 2008, 6:06am

Heidi
Total Posts: 335
For the weight painting, you need to "Convert Soft Selection to Weight Painting". Actually any Point Edit selection can be used for the selection. See attached video for the process.


On creating morphs. Morphs can be created on just about any editable mesh. The keyword there is 'mesh'. If it's a boned character (actor) you need to click down a level in the Link Editor to select the mesh itself for creating morphs.


Also, when your created morph is selected in Point Edit, you're editing that morph, so it's effects don't show on it's slider until Default Pose is selected. This also means that you can edit any of your existing morphs while in PE by simply selecting the desired morph.

Post by W!ZARD // Jul 27, 2008, 6:13am

W!ZARD
Total Posts: 2603
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Useful info Heidi - thanks.


A question about morphs on rigged characters - I've got them working beautifully but is it possible to have Morphs on more than one mesh attached to the same rig? I have a character whose eyes are separate from the head. I have morphs on both but so far cannot get the morphs on the eye mesh to keyframe.


Also, can we keyframe morph changes in meshes that are attached to a bone rather than attached to a skeleton? (I'm wondering if that's where I went wrong!)

Post by Heidi // Jul 27, 2008, 6:41am

Heidi
Total Posts: 335
Yes, you can have morphs on more than one mesh attached to a rig. On the Dopesheet you're going to need to keyframe the morphs for each of the meshes.


In the keying template, you'd select the Matrix for the entire actor. Then on the Dopesheet, keyframe the morphs for each of the meshes. For example, for the head mesh, you'd have a clip for blinking the eyes and/or smiling then on the bodymesh, you'd have a clip for breathing or making a fist, or whatever.

Post by noko // Jul 27, 2008, 6:46am

noko
Total Posts: 684
Useful info Heidi - thanks.


A question about morphs on rigged characters - I've got them working beautifully but is it possible to have Morphs on more than one mesh attached to the same rig? I have a character whose eyes are separate from the head. I have morphs on both but so far cannot get the morphs on the eye mesh to keyframe.


Also, can we keyframe morph changes in meshes that are attached to a bone rather than attached to a skeleton? (I'm wondering if that's where I went wrong!)


Yes, you can have multiple morphs with same rig on multiple meshes. Trick is to select the mesh you want to keyframe to open up respective morph panel for the keyframe. Easiest way is to select actor, use down arrow on keyboard to go inside of hierarchy and click on mesh object in the WS you want to morph or key frame. You can also do this by selecting object in LE. Make sure morph channel for this mesh is keyable in keying panel, move slider for morph to desired location and key. Go to next mesh object in Actor object and do the same thing over. I hope this helps.


Edit: LOL you beat me Heidi :).

Post by W!ZARD // Jul 27, 2008, 7:05am

W!ZARD
Total Posts: 2603
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"Make sure morph channel for this mesh is keyable" - D'oh! - That's where I went wrong I think! Obvious now you've pointed it out! Thanks Noko that's twice you've straightened me out tonight! Muchos gracias!


Damn, those development coders sure did a terrific job implementing this - there more I play with it the more I'm giggling gleefully.

Post by trueBlue // Jul 27, 2008, 7:23am

trueBlue
Total Posts: 1761
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New to tS7.6 in the Keying panel is the Attribute Browser.
Right click in the Keying panel.

Post by noko // Jul 27, 2008, 11:46am

noko
Total Posts: 684
Excellent trueBlue! I almost forgot about this, probably the easiest way to set things up for keying too! Your welcome W!AZRD. I am sure you will be showing all of us, especially me many things. Morphs are really fun and easy to do in tS I've found as a note.

Post by Jeff99 // Jul 27, 2008, 5:14pm

Jeff99
Total Posts: 18
Thanks Heidi, I did try all the steps you mentioned, and I had done the same with a tS primitive mesh and it worked with that. However I could not get the point edit/weight paint or the morphs to work with with the character mesh that I had pre-attached in tS 7.51.


Now that I've had a chance to try again I tried it on my character mesh that I had not previously attached bones in 7.51. I attached the bones in 7.6 and now everything works, morph too!


So happy with that, now I can proceed with my character animation. Thanks for you help, and the video too.


-Jeff

Post by Heidi // Jul 27, 2008, 6:58pm

Heidi
Total Posts: 335
You're welcome. I'm glad you got it working :)

Post by noko // Jul 27, 2008, 9:42pm

noko
Total Posts: 684
Another important point not sure if mentioned is you can rename the morph channel. With a given morph channel selected (morph, morph1, morph2) in combo drop down box, you can type in new name for the morph, like smile, kiss, wink etc. This will make it easier to keyframe because you will know what channel to go to do what you want.

Post by W!ZARD // Jul 27, 2008, 11:00pm

W!ZARD
Total Posts: 2603
pic
Another important point not sure if mentioned is you can rename the morph channel. With a given morph channel selected (morph, morph1, morph2) in combo drop down box, you can type in new name for the morph, like smile, kiss, wink etc. This will make it easier to keyframe because you will know what channel to go to do what you want.

Thanks again Noko - I figured out the attributes and the renaming thing for my main mesh but forgot the attribute thing for the other eye mesh - I've not yet had chance to confirm it but I'm pretty confident that is the step I missed.

Jeff99 - I'm glad you got it working for you. Hope you don't mind me hitching a ride on your thread;).
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