Omadar opened this issue on Apr 22, 2003 ยท 10 posts
electroglyph posted Tue, 22 April 2003 at 4:42 PM
export the whole head as an object. re-import it as a morph target called orc. Save your pz3 file as a new character called orc. When you turn the orc morph dial to zero your character looks like mike when you dial it to 1 it looks like your current orc. Dialing it up past 1 will give you extreme orcishness (at least until the mesh warps too badly and you can't stand it) By turning the dial to 1.1, .98 , .87 you can create several characters that look slightly different from each other. Check out the magnets. There are nose and chin and ear magnets in the default P4 menus. You can also create your own to deform the cheeks, skull size etc. You should be able to come up with a few variations. You can also apply the michael dials to your mesh with orc dialed to 1 to further warp the michael mesh. Try creating an emaciated or fat orc by adjusting the appropriate michael dials. When you get one that looks good export the mesh and reimport as a morph target called fat orc, skinny orc, old, heart faced, hero, etc. By using orc at 1 and hero orc at .2, .3, .4 you should be able to come up with half a dozen different characters quickly. You should also play with the size and make them 102, 106% etc of normal height. Learning magnets is probably your best bet because external programs loose the zero position of the coodinates or rotate the axes on export. The number of vertexes don't match because the imported mesh has shifted from the origin in some way not because there is actually a different number of points. If you stay in poser for morphs you don't have to think about it.