bandolin opened this issue on Jan 06, 2009 · 74 posts
svdl posted Sun, 18 January 2009 at 4:58 PM
That's correct. A morph in Poser is exactly the same as a morph in Max. Including the linear interpolation between setting 0 (0% in Max) and 1 (100% in Max). Including their behaviour outside the 0 to 1 range - still simply linear.
A "morphing mamequin" can be very helpful - you might even make use of the Cloth modifier to have Max generate the matching morphs itself.
Here's how to make a morphing mannequin:
Now export as Wavefront .OBJ Export the entire animation. Check the options "As Morph Target" and "Weld Identical Vertices". Select only the body parts you need (for example, you;ll never need the eyes for a cloth modeling mannequin. Neither will you need body parts that don't have geometry at all, like Bicep or FootArch).
Poser will export a series of numbered .OBJ files.
I've used this technique for creating a morphable Victoria 3 in Max - I loaded the first, zeroed figure as the base, and all subsequent .OBJs were loaded, designated as a morph target for the zeroed figure, and then hidden from view. Gave me a good base scene to model around AND morph around.
A Cloth modifier could help you create the morphed boot shapes. Constrain every boot vertex to the Apollo morphing mesh, and you should get boot morphs that are better in quality than what The Tailor produces.
Could save you lots of time. And, you only have to create that morphing mannequin scene once. If you're planning on making more clothes for Apollo, that scene will come in quite handy!
Another tip: just like bones, morphs have internal names and external names. As with bones, it is best to use the INTERNAL names for the morph names. The utility I wrote only looks at the internal names.
Aw, what the heck am I talking about. You're probably at least ten times as skilled in Max as I am...
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter