bandolin opened this issue on Jan 06, 2009 ยท 74 posts
bandolin posted Sun, 18 January 2009 at 4:39 PM
*And of course you can model the morphs yourself in 3DS Max. This method will give you the most control by far.
It's useful to have a morphed Apollo as a mannequin to model (morph) around. Means quite a lot of morphing and exporting Apollo (at least, exporting his legs, you don't need the rest).
This is the method I thought I'd have to use. Isn't a morph kind of like an animation. You create point A and the end result point B. These would be your key frames. A would be equivalent to a 0 on a Poser dial and B would be equivalent to a 1.000. You could create keyframes for point C (2.00), D (3.00) and so one. All the in betweens are handled by the software.
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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