Forum: Carrara


Subject: Now for something completely different...

cckens opened this issue on Jul 12, 2004 ยท 6 posts


cckens posted Mon, 12 July 2004 at 2:44 PM

Blue and todd, The interface in Multimorph is pretty simplistic. You create the morphs from an original and set them in a group to the side (hide them or otherwise). You then add a modifier to the original object that targets the group of morphs. The morph targets then become sliders that range from -3 to +3 (+1 being the morph iteslf). If you exceed +1 or go into -'ve numbers, the modifier exagerates the morph which can get really cool. I love the fact that the modifier exagerates the morphs you create, just like other morphing software (like in Poser). The interface is really easy to understand, and can be expanded up to however many you need. Each target group can hold 10 morphs, so if you animate a face you shouldn't need more than 2 or 3 groups. What I don't like are things that this software can't account for. The morphing process is perfect, IF YOU KNOW HOW YOU ARE GOING TO MOVE THE FACE. In my case I had to rebuild the morphs because I needed to add the teeth and gums to the morphs. This allowed me to maintain a realistic Phenome with teeth (but no tongue, not in public at any rate... ;] ). The keyframins is done just like anything else in CS, so you have to be careful otherwise you have a couple of different morphs vying for attention (CS has a habit of doing wierd things if you don't keyframe correctly). There aren't really any things that I don't like about this plug in, though. It takes a bit of time to get your own naming conventions down and if you are doing facial animation you may want to do a bit of 'net treading to find out about pheomes and such. Also, if you are going to lipsync stuff, get used to creating and using "dope sheets" to set up for accurate keyframes. Magpie is a good way to start, but it can be a bit confusing at first. Any other questions... Ken dork.gif