[Closed] Morph Target Script
Recently I became aware of a script for maya called “abSymMesh” that speeds up the creation of morph targets qite a bit…basically, it allows you to model one side of a target, and flip that work onto the other side. It does this without changing point order. I was wondering if anyone has seen anything similar to this for max? The Maya script can be found here:
http://www.supercrumbly.com/3d.php
and here
http://www.highend3d.com/files/dl.3d?group=melscripts&file_loc=abSymMesh-v1.1-.mel&file_id=2830
There’s a plugin called MorphOmatic which does this (along with some other tricks), but its in the $300-400 range.
thorn
I’ve been using a method mentioned around here, no scripts needed.
Here’s the modifier stack…
Symmetry (mirror and weld)
Morpher (load the other half-head targets)
Editable Mesh (half of the head)
Works pretty well. I just edit the targets and reload them in Morpher, then Symmetry is auto-updated. If I want any assymmetry, then I can add an Edit Mesh on top to do those changes.
Not sure how similar this is to the melscript though…
Does that work if you want seperate morph controlls for each side of the face, so you can close eye seperatly
I started a script that does that some time ago, i never finished it though so it has a pretty specific usage and no fancy gui, but you could try if it works for you. I have no intention to finish it anytime soon, unless enough people would find it usefull.
see this thread
thanks a bunch but i worked out a way to do it, kinda weird and only works half the time the problem was that i was moving the central weld in symmetry, apparently you cant do this so i just collapsed it after i made all the individual targets i wanted the made the larger single ones. thanks a lot though
Thanks for the info everybody, the symmetry modifier stack workflow is nice, I’ve never heard of doing that before. Thinking about all this makes me really miss lightwave’s symmetry, which just looks for a corresponding point opposite the axis you are working on and performs the inverse operation on the respective points. If anybody does find a script that allows you to mirror point changes without changing the point order please let me know
Take a look at Cyberdigitus’ script. I certainly will, as soon as I get a chance. (thanks for sharing this!)
Some more tools like this one can be found in Dominique Boutin’s Verty.
http://www.boutin.de/english/maxscript/verty/
I’ve talked to him about his script, Cyberdigitus… if you’re interested in picking his brains, he’d probably be open to it. We talked about improving his Add Vertices function, since it only adjusts the vertex order, but doesn’t bring in the correct position/UVs/smoothing/etc.
I’ll add another script into the fray. I posted this script about a month ago and it might be able to accomplish some of your needed tasks. The one current restriction is that all the models must be centered at the origin but it can mirror verts across two models. I need to make some updates so the mirror plane can exist anywhere but at least it might be able to help you now or give you some hints.
-bret
www.bretkroll.com
I do it a bit differently, using only modifiers.
[ol]
[li]I take my copied object (that’s about to be made into a morph target, i’ll call it MTarg01),[/li][li]Make a duplicate of MTarg01 (for the other side of the face, MTarg02)[/li][li]Make an instance of MTarg02 (called MTarg02_Inst).[/li][li]Mirror MTarg02_Inst (with the mirror tool)[/li][li]Place MTarg02_Inst EXACTLY above MTarg01.[/li][li]Select MTarg02_Inst and MTarg01 and apply an Edit Mesh (soon to be Edit Poly with Max7 :buttrock: )[/li][li]Now go into vertex mode and start editing, making sure to select your verts with a box select. You should see MTarg02 changing on the opposite side of MTarg01&MTarg02_Inst.[/li][li]When you’re done delete MTarg02_Inst.[/li][li]You now have two morph targets with changes on opposite sides.[/li][/ol]Try it it works… But you guys have given me an idea for a script to work on now… thanks!