YngPhoenix opened this issue on Mar 29, 2006 ยท 6 posts
svdl posted Wed, 29 March 2006 at 2:46 PM
You used the M3 head mesh as a base, so you will have to use an encoder (either RTE or Objaction Mover, but the latter is PC only) to comply with the DAZ EULA. As for creating morphs, that's actually quite easy. Load Michael 3 and his head morphs, disable IK and set him in zero pose. Load the mask; it should cover his head perfectly. Switch to the cloth room, create a new simulation with 10 frames, clothify the mask and assign all mask vertices to the constrained group. Go to frame 10 and set one of Michael's head morphs to 1. Calculate the simulation. Stay in frame 10. Make sure you have the mask selected. Choose Object->Spawn Morph target and give the morph the appropriate name. Stay in frame 10. Set another of Michael's head morphs to 1 (and the previous one to zero). Recalculate the animation, and spawn another morph in the mask. Repeat until you have all the head morphs in the mask. A time-consuming business, The Tailor will be quicker, but it can be done in the cloth room.
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