RKane_1 opened this issue on Aug 13, 2000 ยท 15 posts
RKane_1 posted Sun, 13 August 2000 at 1:04 AM
Is there some wonderful secret to how Zygote embedded teeth into there models? I am just woondering as I am trying to do a model now that requires I learn and quick if I am to finish it. Your help is much appreciated.
Wizzard posted Sun, 13 August 2000 at 1:15 AM
I think it's part of the head mesh... I"m not too familiar with the vicky models... but it seems that way with the p3 p4 models... I hope this helps..
bloodsong posted Sun, 13 August 2000 at 10:32 AM
heyas; um... build the teeth and gums (and tongue), and insert them into the head. make sure the head mesh has a mouth cavity, of course. nothing really needs to be connected, just jam the gums up into the mouth cavity. give the gums/teeth new materials, but make their group the head, and you'll be fine. :) in fact, it would be better if your model were constructed that way, rather than one continuous mesh. it'll be easier for morphers to separate the various parts to work on.
Kevin posted Sun, 13 August 2000 at 11:05 PM
Zygote builds them as a seperate body part. Actually, it is part of the figure hierarchy, so they are part of about a dozen body parts. Only uber expensive programs can handle obj files with a hierarchy, so they grossly simplify it before they UV map it. Zygote accidently shipped the nude asian female and nude black female figures with the full hierarchy. It didn't work very well as a Poser figure but it was fairly interesting to poke through it, before they fixed it and sent me the new one.
Jim Burton posted Thu, 17 August 2000 at 10:17 AM
Slightly off the subject, but I think Zygote missed the bus in not making the upper and lower teeth separate groups, like the eyes. Vickie needs to be able to pull her lips back and leave her teeth closed, and then open her teeth indepandantly, something I've never seen anybody do in a morph, as it it just to hard to break out the mesh in that area. But it would have been easy when they were building the figure.
Kevin posted Thu, 17 August 2000 at 10:30 AM
If you want to seperate it, my little perl utilities will do that. That is one of the things I built them for.
Jim Burton posted Fri, 18 August 2000 at 4:03 PM
Gee Kevin- If I only understood perl! I guess I'll have to look at it, though. I'd love to be able to have Supermodel Vickie open her mouth and close her teeth, gee, I can do that!
Jim Burton posted Sat, 19 August 2000 at 11:35 AM
Opps, the brain has just kicked back in - if I pull the mesh for the teeth out of the head group none of the morphs will work, oh well, it was a great idea, otherwise Maybe I can seperate it out enough to make some additional morphs, though.
Kevin posted Sat, 19 August 2000 at 3:58 PM
The trick is to modify the obj into an easier to handle format, make the morph (which only cares about the v lines), then apply the morph to the orginal figure. Should work, have not tested it recently.
bloodsong posted Sat, 19 August 2000 at 7:46 PM
heyas; you know you can use the grouping tool and magnets... put the skin and mouth-skin into a group, and the teeth/gums materials into another (are the gums separate or part of the 'mouth' material? can't remember.) anyway, once you have the skin group separated from the teeth/gums, you can tell the mag zone to only affect the group. so you could use a magnet to pull the lips and facial skin all around anywhere, and leave the teeth where they are.
Jim Burton posted Tue, 22 August 2000 at 7:25 AM
Bloodsong- I made a group with the lower teeth in it, and one with the upper, but was unable to get a magnet to effect just the group- how about a little "how-to"?
bloodsong posted Tue, 22 August 2000 at 5:47 PM
heyas; you need to grab the mag zone... and hit ctrl-i. down at the bottom there is a check box for 'group' and a drop down list of groups on the body part the magnet is attatched to. turn on 'group' and pick the appropriate group.
Kevin posted Wed, 23 August 2000 at 1:11 AM
Hmm, learn something new every day.
Jim Burton posted Wed, 23 August 2000 at 9:40 PM
Bloodsong- Gee, that worked! Many thanks!
bloodsong posted Thu, 24 August 2000 at 8:51 AM
all right! you're welcome. :)