bandolin opened this issue on Jan 06, 2009 · 74 posts
svdl posted Mon, 02 February 2009 at 12:01 PM
Well, in Max, you just can't. The base rule for morphing is to never delete or insert a vertex, edge or polygon - but you already know that.
Ensuring the correct vertex order: again, UVMapper is the best option. The following usually works best:
I'm sorry, I don't know of any scriptable environment to do this. Would have been easier to run a script over an entire directory of morphs/body parts, but alas, it'll be tedious manual work.
Back in Poser, you can load the morph targets from the .OBJ files. Here's how it goes:
load the boots figure;
pick a body part;
choose Object ->Load Morph Target;
load the corresponding morphed body part;
important: the name you can enter here should be the INTERNAL name of the morph! Usually something like FBMMuscular or PBMCalfBulge. Changing the external (visible) name later is easy, changing the internal name is a lot of work.
once all body parts for this particular morph have been loaded, set all the morph values for this morph to 1.0.
Then choose Figure ->Create full body morph, and again, name it for the INTERNAL name of the matching Apollo morph.
Set the body part morphs back to zero (my ZeroMorphs script may be useful here. You can download it at www.svdlinden.nl/webposerstuff/downloads/zeromorphs.zip.
Rinse and repeat for all morphs you've made.
Again, an automated workflow would be great. I've got some ideas on how to do that in Python, but right now I just don't have the time to work it out.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter