DCArt opened this issue on Jan 19, 2007 ยท 103 posts
svdl posted Sun, 11 February 2007 at 6:06 PM
The morph problem: actually, if you set morphs in a dynamic part before starting the calculation, it will appear to be applied twice when the calculation finishes.
It's the same effect as when you spawn a new morph target from a combination of existing morphs: if you dial the new morph to 1, the other morph settings are added. In this regard, the generated Dynamics "morph" behaves exactly like an ordinary morph.
So if you use morph settings in a dynamic part, be sure to set them to the correct value at a frame before the calculation starts (usually frame 1), and set them to zero on a later frame (doesn't really matter what frame, as long as it is an earlier frame than the final simulation frame number).
Slowhands: if you're into animation, check out dynamic hair (strand based hair) too. Pick up the free hair proxies by kirwyn to make the calculation times bearable.
Animating the flow of transmapped hair, either prop based or conforming, is extremely time consuming and the results are usually not really good. Strand based hair is fantastic for animations.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter