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Subject: Symmetrical/mirrored morph targets - help, anyone?


TwoSisters ( ) posted Thu, 10 August 2006 at 6:03 AM ยท edited Thu, 26 December 2024 at 6:48 PM

Dear all,

I'm just going insane over a pair of morphs for V3's feet. Everything went fine with the right foot, with which I started out - exported it as .3ds so C4D wouldn't mess up the vertex order - morphed - exported back - and it worked perfectly. The trouble began when I mirrored the morph in C4D for the left foot. This new morph target just won't work, it keeps exploding in Poser no matter what I do! Now, I've also tried mirroring the morph target in Rhino and Anim8or, with the same result - explosion. Does anyone know how to fix this? Which program do you guys use for creating symmetrical morphs? I need heeeeeeelp, please...


EnglishBob ( ) posted Thu, 10 August 2006 at 6:38 AM

Attached Link: Poser++

You could try Morph Mirror II from Poser++ (down near the bottom of the page). V3's feet may be mirror images in terms of vertex position, but they aren't in terms of vertex order as you've discovered. On a related matter, you might want to check out Spanki's Riptide plug-in for C4D which improves the OBJ handling capabilities. You can find it here:


TwoSisters ( ) posted Thu, 10 August 2006 at 9:16 AM

Thanks for the Morph Mirror suggestion, I'll try that. Riptide unfortunately didn't fix the problem... Has anyone experience with this Poser Tool Box by PhilC? It says it has mirroring capability, too.


TwoSisters ( ) posted Thu, 10 August 2006 at 9:34 AM

Nope, Morph Mirror doesn't do the trick, either. Mesh explodes like before, I tried reversing the winding order with UVM, no changes. Argh...


EnglishBob ( ) posted Thu, 10 August 2006 at 10:06 AM

Attached Link: Tip: How to mirror morphs on a non-symmetrical mesh

Let me try to avoid any more confusion before going further. Riptide won't solve the morph explosion problem - I suggested it only in response to your comment about having to export as 3DS. Nor will the Poser Tool Box solve this problem, although it does solve a lot of other problems that you don't have right now. ;) Winding order is to do with the way the facets are defined in the OBJ file; it has no influence on the vertex order. The problem isn't because your mirroring of the morph is somehow imperfect. It's because V3's feet are not mirrors of each other. Hence if you make a morph which *is* a perfect mirror, and apply it to a foot which *isn't* a perfect mirror, the result is disordering of the vertices, just as surely as if you'd messed up the mirroring. I hope that all made some sort of sense. Had it worked, Morph Mirror should have taken the existing foot mesh and morphed it to match the other foot without regard to the vertex order - that's the important part which the other solutions can't address. However I always seem to have trouble with Morph Mirror when I try it, too; although others apparently use it regularly without problems. Ho hum. Do you have UVMapper Pro? The vertex reordering feature which is in the later versions might do the trick, although again I find that doesn't always work if things are too far out of sync; i.e. just when you really need it. Last time I got really stuck with a morph mirroring problem like this, I finally cracked it with The Tailor. The link is to the thread where I revealed my method to the world, only to be greeted by tumbleweed. :) Or, hang on a bit to see if anyone else has any bright ideas. This forum doesn't get much traffic at the best of times, least of all in summer.


TwoSisters ( ) posted Thu, 10 August 2006 at 10:27 AM

Thanks a lot again, I've been travelling around the www a bit by now, and obviously lots of people seem to know the problem, but no one has a real simple solution. I realized that it was because the vertex order in the two feet is different; probably I just hoped against all odds that one program or another would simply put them back in the pre-morph-and-mirror-order SOMEHOW... ;-)
I found a new little helper now which I will try, it's called something like MirrorPointPosition. It's supposed to mirror movements on one side of a (geometrically) symmetrical mesh to the other, just altering the position of the points, not creating any new points. With this, I hope, I can just export both feet as 3ds, use this program, and then morph both feet at once, separating them later on. Will probably result in getting wrong vertex numbers in the end, but well... ;-)

What I don't understand, though, is how The Tailor is solving the problem. I mean, if I put the morph with the wrong vertex order in a figure and The Tailor transfers it - wouldn't it still be in wrong order then? Or does Tailor create sort of a new morph matching the original one?

Sorry for pestering you so, and thanks for helping me!


EnglishBob ( ) posted Thu, 10 August 2006 at 11:03 AM

No problem. I've had this problem myself, as you may have guessed. The Tailor (which is sold at DAZ, should you want to search it out) is intended to transfer morphs from a figure to its clothing - in other words, it replicates the shape of a morph in one mesh into another, completely different mesh. Mere disordered vertices don't trouble it at all, obviously. Let me know how you get on. I feel sure there must be a better answer to the whole vertex order problem.


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