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3D Modeling F.A.Q (Last Updated: 2025 Jan 19 8:16 pm)

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Subject: Moving Vetex(s)


Angelouscuitry ( ) posted Sun, 18 December 2005 at 12:10 AM · edited Mon, 20 January 2025 at 12:48 PM

I'm completely new to 3D Modeling. I don't have a favorite modeler yet, but maybe a few questions will get me moving in the right direction?

The first thing I want to do with any modeler is import a Head MT.OBJ. I see the next thing I'd be doing as pulling on vertexes, but I know one of two things are going to happen. A.) It will be the only thing that moves, thus causing a sharp spike in the surface of my MT, or B.) There will be a standing rule in place which dictates how many of the surrounding vertexes move with it, and how, in order to keep the skin looking smooth always.

What is this rule known as? Are there any Modelers that have a particularly large selection of variations of this rule?

= )


Teyon ( ) posted Sun, 18 December 2005 at 6:31 AM

Uhm, it's actually more commonly known as SOFT selection. :) Most programs allow you to decide the radius of the soft selection but I'm not sure about any other variation beyond that.


jestmart ( ) posted Sun, 18 December 2005 at 10:16 PM

Have you looked at the Blacksmith3D forum. That program is designed specificaly for morph targets.


Angelouscuitry ( ) posted Mon, 19 December 2005 at 4:18 AM

I've seen a bit of the program, but Blacksmith3D's Headforge looks like so much better a deal, I do'nt understand what the differance between it and Morph 2.1 is, can Morph 2.1 do all that Headforge can? Also, there were no posts in the blacksmith3D forum?


jestmart ( ) posted Mon, 19 December 2005 at 10:21 PM

I was confused by all the different package available at there site also. The lack of forum activity is another concern. I have seen some pretty impressive characters in the freebie section made by Blacksmith though. You could make the morphs in Blender or Wings but you need an .obj importer and exporter that won't change the order of the vertices. Thats why I suggested Blacksmith first.


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