How to create bend morphs?

Hello friends, Some one know the procedure for create bend morphs. I searched and I didnt fine anything.

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,443

    What do you mean by bend morphs - morphs to adjust the mesh in rsponse to a bend? Bends themselves cannot be carried out by moprhs as moprhs move the vertices of the mesh in a straight line.

  • IsazformsIsazforms Posts: 210

    What do you mean by bend morphs - morphs to adjust the mesh in rsponse to a bend? Bends themselves cannot be carried out by moprhs as moprhs move the vertices of the mesh in a straight line.

    Yes, That is what I mean, or something similar.

  • Richard HaseltineRichard Haseltine Posts: 102,443

    The general approach is to export the model with the bend that needs correction applied (at base resolution if it has SubD applied) - either literally using File>Export or using GoZ or the Hexagon bridge. Adjust the mesh without adding or removing anything and send back to DS - via the Bridge or by saving the modified OBJ and importing with Morph Loader Pro (from Edit>Figure) - with Reverse Deformations on in the options (this separates the fix morph from the bend). Set the imported morph to 1 or 100% (depending on display options), right-click in the Parameters pane and set it to Edit mode, then right-click on the bend slider and select ERC Freeze: the only thing listed in the controlled properties should be your new morph, if not deselect the others properties and click Accept. Make sure that the morph behaves as desired, if it does use File>Save as>Support Assets>Moprh Asset to save it.

  • IsazformsIsazforms Posts: 210

    The general approach is to export the model with the bend that needs correction applied (at base resolution if it has SubD applied) - either literally using File>Export or using GoZ or the Hexagon bridge. Adjust the mesh without adding or removing anything and send back to DS - via the Bridge or by saving the modified OBJ and importing with Morph Loader Pro (from Edit>Figure) - with Reverse Deformations on in the options (this separates the fix morph from the bend). Set the imported morph to 1 or 100% (depending on display options), right-click in the Parameters pane and set it to Edit mode, then right-click on the bend slider and select ERC Freeze: the only thing listed in the controlled properties should be your new morph, if not deselect the others properties and click Accept. Make sure that the morph behaves as desired, if it does use File>Save as>Support Assets>Moprh Asset to save it.

    Thank for the instructions. There's a way for the morph respond to bend, or that feature request needs something more advanced?

  • Richard HaseltineRichard Haseltine Posts: 102,443

    That is the way to have a moprh respond to a bend - after ERC Freeze (or manually creating a link) the morph's value will be proportional to the bend's

  • Isazforms said:

    Hello friends, Some one know the procedure for create bend morphs. I searched and I didnt fine anything.

    This is something that is always a problem with all 3d figures. They all have wierd lines and bends due to the nature of the way they are. 3d figures are hollow shells with an invisable 3d skeleton. Real things are not hollow they have solid mass inside and this pushes agaist the skin and bends don't look unnatural. The best you can do is use a modeler and try to push the shell into the direction it would if it was solid mass. We could use a new kind of model that has kind of push from the inside of the model to simulate mass inside the skin. This would be a new kind of 3D model where bending would look more natural.

  • IsazformsIsazforms Posts: 210
    Isazforms said:

    Hello friends, Some one know the procedure for create bend morphs. I searched and I didnt fine anything.

    This is something that is always a problem with all 3d figures. They all have wierd lines and bends due to the nature of the way they are. 3d figures are hollow shells with an invisable 3d skeleton. Real things are not hollow they have solid mass inside and this pushes agaist the skin and bends don't look unnatural. The best you can do is use a modeler and try to push the shell into the direction it would if it was solid mass. We could use a new kind of model that has kind of push from the inside of the model to simulate mass inside the skin. This would be a new kind of 3D model where bending would look more natural.

    You're right. I will only add that not all masses are equal, a strong muscle mass will not produce the same curves as thin.

  • Isazforms said:
    Isazforms said:

    Hello friends, Some one know the procedure for create bend morphs. I searched and I didnt fine anything.

    This is something that is always a problem with all 3d figures. They all have wierd lines and bends due to the nature of the way they are. 3d figures are hollow shells with an invisable 3d skeleton. Real things are not hollow they have solid mass inside and this pushes agaist the skin and bends don't look unnatural. The best you can do is use a modeler and try to push the shell into the direction it would if it was solid mass. We could use a new kind of model that has kind of push from the inside of the model to simulate mass inside the skin. This would be a new kind of 3D model where bending would look more natural.

    You're right. I will only add that not all masses are equal, a strong muscle mass will not produce the same curves as thin.

    True, but 3d is still stuck with a hollow shell no virtual mass on the inside yet.

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