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[Closed] Negative morph values no impact?

I have done some slide controllers with splines, controlling 4 morph targets. The controllers are wired to the morphs. It’s in Stop Staring style.

In the Stop Staring book, Osipa uses a lot of “clamp” commands, to avoid negative values. I have just multiplied the sliders with negative values and positive values to make the morph values go from 0 to 100 on both sides of the slider in x and y direction. The problem is when one morph gains a positive value, the oposite morph get a negative value. But it seems not to matter. Morphs with negative values seems to have no influence, like they were at 0. So it seems like max does not need a “clamp” command like Osipda need for his maya rig? Is negative values for morphs a maya problem only?

If not, does anyone have a way with wires to make the morph targets have 0 values instead of negative? Seems like I can use a lot of script commands with wires.

3 Replies

in the morpher you can set limits for the channels, they default to 0/100, so it sort of does the clamping for you

to clamp values when parameter wiring you can use the following method

if Z_Position < 0 then 0 if Z_Position > 100 then 100 else Z_Position

oh and you can use any maxscript expression you like in there… i used to think it was based on expressions, but i guess it’s more like a script controller that’s automatically passed a variable (the parameter it’s referencing)

Thanks for a superb reply, Aearon:bowdown:Cleared up a lot of things.

I ended up clamping this in wire parameters, and this works just great to avoid negative morphs.

    if Limited_Controller__Bezier_Float > 0 then Limited_Controller__Bezier_Float=0 
    if Limited_Controller__Bezier_Float < -5 then Limited_Controller__Bezier_Float=-5
    else Limited_Controller__Bezier_Float*-50
    
Cheers