NURBs and morph targets

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NURBs and morph targets // Tech Forum

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Post by Morgan // May 6, 2009, 4:29pm

Total Posts: 138
Have a bit of a problem I'm working on that I hope someone here can give me some suggestions with.

I've been trying to create a clothing object (a face mask if anybody's curious) for use in Poser/DazStudio, complete with morph targets. Due to the desire to have it go fairly close to the body, the degree of control that using NURBs curves provides seemed like a good idea.

Unfortunately, this presents some problems when it comes to morph targets. Morph targets require that the target has the same number of polygons as the original object, with the same vertex ordering. Adjusting a point in a NURBs curve alters the number of polygons (which is understandable and logical once I realized it).

So the best way I've found so far for creating the model doesn't work well for creating the morph targets... which leads me to a few questions.

1. Is there a way to control the number of polygons created when a NURBs object is converted to a polygonal object? Or is there some other way I can ensure that two or more NURBs objects (the original and the intended morph targets) result in something compatible for morphing?

2. Alternatively, is there a better way to go about this? Right now the only alternative I can think of is to use the NURBs for the original, convert to polygon, and then create the morph targets by tediously adjusting the polygonal mesh.

Post by Jack Edwards // May 6, 2009, 4:39pm

Jack Edwards
Total Posts: 4062
You could look at using the soft select and soft paint tools with the Morph tool on Workspace side. That would give you a lot of flexibility while working with a polygonal mesh. The smooth selection tool is particularly handy. :)

To extract each of the key poses you could create a copy of the morph object, move the sliders to create the morph target that you want to export, then use the flatten history tool to extract it's mesh.

Post by noko // May 7, 2009, 10:30pm

Total Posts: 684
You can use SDS and morph together which should act similar to nurbs by using SDS control cage that can be a very low polygon object. The SDS on the Workspace side.

Post by RAYMAN // May 8, 2009, 5:34am

Total Posts: 1496
To correct it depednds on the Poser character you got.

poser has a function with which you can extract a part of the mesh that you can then export and shaped in any software...its called the grouping tool

its a lined box with a point in the midle

Post by spacekdet // May 8, 2009, 6:02am

Total Posts: 1360
1. Is there a way to control the number of polygons created when a NURBs object is converted to a polygonal object?

2. Alternatively, is there a better way to go about this?

1. You can roughly control the density of the converted mesh by first right clicking on the 'Convert NURBS patch to polyhedron' icon.
In the resulting panel, adjust the 'static res' parameter. Lower values = simpler, lower polygon converted mesh. Higher values = more complex, higher polygon mesh. Click the 'Convert NURBS patch to polyhedron' to complete.
As usual, it's helpful to try this on a copy of the original NURBS object.


2. Probably. Follow the suggestions already given by others.

Post by Morgan // May 20, 2009, 5:05pm

Total Posts: 138
Thanks for the suggestions guys. I'll be trying them out and seeing if any give me the degree of control I'm looking for. is a privately held community resource website dedicated to Active Worlds.
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