tS Morpher 1.0

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

tS Morpher 1.0 // Interactive Artwork

1  2  3  |  

Post by Jack Edwards // Apr 13, 2007, 4:25am

Jack Edwards
Total Posts: 4062
pic
LOL! That would be because it *is* an elongated cube! Doh! :o

Looks like I screwed up and exported the wrong object. Glad after 20 some downloads someone finally lets me know! :p (Thanks Saul! Owe you one!)

I'll go back and fix the old attachment so no one else has to suffer figuring out why that darn cube doesn't quite work....

Attached is the real thing.... honest!! :D

Post by Saul // Apr 13, 2007, 4:41am

Saul
Total Posts: 32
(Thanks Saul! Owe you one!)




The tSmorpher is payment enough and the script works real cool, makes for all sorts of interactive possibilities........

Post by Jack Edwards // Apr 13, 2007, 5:26am

Jack Edwards
Total Posts: 4062
pic
Thanks! :D


I'd sure be thrilled to see some animations done with it. ;)


-Jack.

Post by jayr // Apr 13, 2007, 12:10pm

jayr
Total Posts: 1074
pic
i'm planning some with it, i'll give you a credit at the end :D

Post by Jack Edwards // Apr 13, 2007, 11:08pm

Jack Edwards
Total Posts: 4062
pic
Thanks Jayr! :)


-Jack.

Post by Methusela // Apr 17, 2007, 2:02pm

Methusela
Total Posts: 414
pic
HOLY FREAKING *Many expletives and so on.*


How did I miss this?! This is EXACTLY what I've been looking for! Jack Edwards, you are my new hero. Going to give it a try right this minute! Also, if you wouldn't mind, could you explain how to add more targets past the initial eight? Or is that not possible? I know little of programming (Yeah, Senior year visual basic programming class at 7:30 a.m.!), so step-by-step instructions would be superb!


I feel bad asking for that though, after the obviously huge amount of effort you've put into this. Thank you so much, and I understand if you can't give the step-by-step!

Post by Humdinger // Apr 17, 2007, 5:45pm

Humdinger
Total Posts: 319
pic
HOLY FREAKING *Many expletives and so on.*


How did I miss this?! This is EXACTLY what I've been looking for! Jack Edwards, you are my new hero. Going


:jumpy:


A few days ago I was going to post in here that someone needs to wake up Methusela!

Post by Methusela // Apr 17, 2007, 7:19pm

Methusela
Total Posts: 414
pic
Yeah, my usual haunts only extend as far as the Image Gallery, Roundtable, and Works in Progress sections. XD I totally missed this goldmine.


So. I should probably figure out how to use the link editor before I start fiddling with this, huh? (I don't even know how to load Rosetta objects. XD)


Also does anyone know how to alter the navigation in "player" so that depressing the mouse wheel rotates the camera like it does in "model?"

Post by trueBlue // Apr 17, 2007, 8:21pm

trueBlue
Total Posts: 1761
pic
Methusela: Sure you can try this:
http://forums1.caligari.com/truespace/showthread.php?t=1496 (http://forums1.caligari.com/truespace/showthread.php?t=1496)

Post by Jack Edwards // Apr 18, 2007, 3:17am

Jack Edwards
Total Posts: 4062
pic
Hi Methusela,


Because of the algorithm used you should be able to daisy chain multiple morpher scripts.


I've come down with a nasty case of the flu, so it's going to be a while before I'll be able to work on the tutorial for this. :(


-Jack.

Post by Methusela // Apr 18, 2007, 5:35pm

Methusela
Total Posts: 414
pic
Wow, thanks a ton, TrueBlue! That's exactly what I was after.


And Jack, I appreciate it, but certainly take your time. The flu is pure evil in snot form. I hope you feel better soon, and thanks for the amazing software! Caligari should hire you. ^^

Post by Steinie // Apr 19, 2007, 1:37am

Steinie
Total Posts: 3667
pic
OK I'll be the village idiot. What exactly will this do? I see mention of morphing and lip syncing but cannot see where this fits in. Are you manipulating one object and effecting another? Then do you Key Frame? Can someone explain this to me. Did I mention Animation wasn't my thing....yet;)

Post by Humdinger // Apr 19, 2007, 6:41am

Humdinger
Total Posts: 319
pic
I've come down with a nasty case of the flu, so it's going to be a while before I'll be able to work on the tutorial for this. :(


-Jack.


Must be all this scripting work!!!


Fluids!!! More Fluids!!!


Get well soon Jack :)

Post by 2much4U // Apr 20, 2007, 1:23am

2much4U
Total Posts: 430
pic
Is this TS 6 compattable? Just wondering.

Post by frank // Apr 20, 2007, 10:43am

frank
Total Posts: 709
pic
Steinie: The way morphing (aka vertex blending) works is by taking multiple instances of one object to make a new, modified object.


You have a basic head mesh that you want to animate. So you copy it and shape the mouth of that copy to form an "OOOH" shape. You want to have some eye blinks, so you make another copy (from the original / base object), and modify it so the eye is closed. This is done using standard polygon editing tools, as long as no vertices are ADDED or DELETED. You can only move the different vertices.


Keep doing this for every part of the face that you want to animate. For maximum flexibility on a realistic model, you should have a head mesh with around 40 targets. These targets are simply copies of the original that have been modified.


You now create a new mesh (or use the original default mesh) to be a "target" that gets modified.


All the objects are all linked up to sliders. If you want the guy to smile, you simply drag the slider linked to the smile mesh, and your target mesh goes from default to smile, gradually. You can layer other morphs on top of this, like making the eyes close while smiling, etc.


It beats the tar out of animating the face by moving vertices manually and setting keys because you only have to make the shape one time, and use it over and over, with the ability to blend it with other shapes.


Hope that makes sense. I tend to over-complicate stuff.

Post by Jack Edwards // Apr 25, 2007, 7:29am

Jack Edwards
Total Posts: 4062
pic
Thanks for the support guys! :banana:


I think I'm relatively normal again... hard to remember what normal is when you get *that* sick. I had my dad to thank for this one. He picked it up while on a work field trip to inspect a renewable energy power plant. I slept like 48 hours and couldn't really do much of anything when it first hit. Sheesh, I don't think I've been that sick in over a decade... The trick that seemed to make me functional again was just Tylenol and Gypsy Cold Remedy tea -- pretty amazing stuff.


Also had a friend come over from Japan to visit -- Konichiwa, welcome to America, want the flu? :p Hopefully she had a good time regardless and is now back on her way to Japan.


So with all that taken care of I think I have some free time again to get some work done.


I think where I last left off, everyone is waiting for a tutorial, right?


-Jack.

Post by Steinie // Apr 25, 2007, 7:53am

Steinie
Total Posts: 3667
pic
Somehow I missed Frank's answer to my question, so thanks Frank! That explanation set me straight.

Oh yea, Glad your back Jack!

Post by Methusela // May 13, 2007, 2:53pm

Methusela
Total Posts: 414
pic
Still looking to find out how to add more morph targets than eight, if anyone knows. Also, will this work after subdivision?

Post by Jack Edwards // May 14, 2007, 2:15am

Jack Edwards
Total Posts: 4062
pic
To link more than 8, just link your output mesh to the base mesh of another morpher script. Let me know if that's not working for you.

I've been working on other stuff at the moment, but I need to start updating this for 7.5. I'm going to drop 7.11 support, but I'll leave the old version up there for 7.11 users. Frankly I think people are crazy to stick with 7.11 over 7.5, but I can understand that sometimes it's hard to come up with the money.

I also need to get started on the tutorial.

During the beta I only had partial success using this with the new bones system. I haven't had a chance to see if the needed feature made it into the release, so we might have to wait for the patch or 7.6 for that. So if anyone gets the morpher working with a rigged object, please post here so the others can benefit.

Haven't tried it with subdivision, yet, but it may have the same problem as with the bones systems.

I should have more time coming up later in the week so we'll see what happens. Also let me know if there's any bugs or anything you guys want added or improved.

-Jack.

Post by holm // Jun 1, 2007, 4:43am

holm
Total Posts: 33
pic
Hello Jack,


is this right that your 1.02 morph object absolutely not work in TS 7.5 ? Get the following error message.

Post by Jack Edwards // Jun 1, 2007, 5:27am

Jack Edwards
Total Posts: 4062
pic
Okay that would be a problem.


Lemme check.


-Jack.

Post by Jack Edwards // Jun 1, 2007, 5:40am

Jack Edwards
Total Posts: 4062
pic
Did you try to load it from a library or by double clicking the file?


-Jack.

Post by holm // Jun 1, 2007, 6:24am

holm
Total Posts: 33
pic
OK before you try further things - it could be my problem.

i will check again

Post by holm // Jun 1, 2007, 6:46am

holm
Total Posts: 33
pic
OK the object now works and the morphing also works.

But how to animate ? If i set keyframes the keyframes appears in the Dopesheet. But if i move the time slider nothings happens. But he set some keyframes- See screenshot in the attachment.6543

Post by Jack Edwards // Jun 1, 2007, 7:06am

Jack Edwards
Total Posts: 4062
pic
You have to use the keying panel to make the sliders active for recording. The keying panel is opened by right clicking in the Animation Editor and selecting it at the bottom of the pop-up menu.


Let me know if that works for you, because I'm getting odd results on the keyframe value interpolation on my end, at the moment. Morpher seems to be working ok though.


-Jack.

Post by 3dfrog // Jun 14, 2007, 2:49pm

3dfrog
Total Posts: 1225
pic
Hello


This is a very cool little tool. Thanks. I ran a test of it. My results are attached in wmv.


I am wondering if there is a way to attach the material from the base mesh to the morph object. It would be very good if the morph object could have texture.


I have to test this with rigged objects to see how it works.


My interest is in forensic animation so I don't need very complex facial morphs really. Most people on the web who do this kind of work barely bother to really animate the character. They just move it around like a block. I think making the character human with a tool like this morpher can give me an edge. Give them some expressions.

Post by Jack Edwards // Jun 14, 2007, 3:32pm

Jack Edwards
Total Posts: 4062
pic
Glad to see that it's working with 7.51. :o


Haven't tested it with materials. But if there are problems then I can make some changes.


On the to do list for 1.03 is:

option to auto normal smooth


I need to know if there's any other features you guys need/want. I'm also thinking about exposing the material brick to make material setup easier.


-Jack.

Post by auragreg // Jun 19, 2007, 8:22am

auragreg
Total Posts: 44
pic
sorry if this was asked ... I didnt see the answer ...


Is this compatible with 6.6?

Post by Jack Edwards // Jun 19, 2007, 10:29am

Jack Edwards
Total Posts: 4062
pic
Nope. It uses 7.x's scripting system. Sorry. :(


-Jack.

Post by Jack Edwards // Jun 19, 2007, 10:35am

Jack Edwards
Total Posts: 4062
pic
Also wanted to note that the morpher object seems to take materials no probs. I haven't worked out inheritance of base material though, but I don't think that's really that big an issue.

It should maintain the UV mapping of the base object, but if it's wanted I could probably add an option to blend UV mapping to match morph targets too.

Hmm.... that might be useful. Morphable UVs might be particularly interesting if used with displacement mapping or rotating/sliding textures...

-Jack.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2020. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn