odf opened this issue on Oct 27, 2008 · 13933 posts
lesbentley posted Sun, 15 May 2011 at 3:03 PM
Spawning morph targets (as opposed to making the morphs) is very easy. Try this experiment. Set Poser to use 'Poser Native Units' in the General Preferences (this is so you are using the same units as I am). Load Antonia, select her head from the Object menu, select 'Create Magnet'. Select the Mag and set its xScale to 115%, this will make the head wider. Select the head, then from the Object menu, select 'Spawn Morph Target'. The effect of the magnet has been saved to the head as a morph target.
Restore the Mag (with the Mag selected CTRL+E). Select the Mag Zone, set its scale to 1.4, set its zTran to 0.038, now the Zone only covers the bridge of the nose. Select the Mag, set its zTran to 0.05. You have given Antonia a hooked nose, if you like you can spawn another morph target. Set the yTran of the Mag Zone to 0.64, you have given Antonia a longer nose (see image above). Adjusting the zTran of the Mag will change the how far the nose sticks out. The Zone controls what will be affected, the Mag how much it will be affected, and whether translated, rotated, or scaled. The Base controls what point the effect emanates from, and in what direction. Try xRotating the Mag Base.
You don't need to use magnets when spawning morphs, you can spawn a morph from a combination of other morphs. You could for example apply the OpenMouth morph and the Smile morph, say both at 0.5, then spawn a new morph as "OpenSmile".
There is a lot more I could say about magnets, but I have already taken the thread too far off the topic of Antonia. There is an excellent tutorial on using magnets at PhiC's site, it comes in both text and video versions.
I find that joint parameters can be very difficult, and I really admire people like Phantom3D who have a deep understanding of the subject.