First blend morph test
Moderators: Víctor Paredes, Belgarath, slowtiger
First blend morph test
Hello all.
Made a first test with blend morph, and though it has glitches(my test, not morph blend) I must admit that I like the way it works.
http://www.youtube.com/watch?v=sQv9nIebmks
Made a first test with blend morph, and though it has glitches(my test, not morph blend) I must admit that I like the way it works.
http://www.youtube.com/watch?v=sQv9nIebmks
- Víctor Paredes
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Great example. Did you adjusted the layer order keyframes by hand?






Moho co-owner
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- funksmaname
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- Víctor Paredes
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Thanks for the info. Anyway, Blend Morph supports layer order, it's just that generally you have to adjust by hand the created keyframes. But this has to do more with how layer order works than with a limitation of Blend morph.funksmaname wrote:Rudigers morphDials support order switching... although I'm not sure if the latest public release does as I've lost track of what version I'm usingEither way, there's a new version coming soon which will include switch layer selection!
From my tests I can see two ways for working with: adjust the keyframes manually or create a new blend which contains only the layer order change, then add it in the right moment.






Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
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- funksmaname
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here's a test I did yesterday with morphdials - the top left positions include both left/right position and stack order - the middle of those is an intermediate action which has a different stack order to both, showing nose below but mouth above the face.
the other two stacked are for looking up and down
The bottom small one is blink (although the pupil is persistant, i just couldn't be bothered to fix it
)
bottom left is mouth shape O (default is the smile, so when pointing up it's off)
You can do it the other way too, with stack order in a seperate dial to the left/right but I couldn't work out how to do it yesterday - but know it's possible

the other two stacked are for looking up and down
The bottom small one is blink (although the pupil is persistant, i just couldn't be bothered to fix it

bottom left is mouth shape O (default is the smile, so when pointing up it's off)
You can do it the other way too, with stack order in a seperate dial to the left/right but I couldn't work out how to do it yesterday - but know it's possible

Second pass, I took care of a few glitches that I found annoying, like the jaw shifting, and the furthest eye being too small.
I need a better way to make noses, this one I do not like one bit!
http://www.youtube.com/watch?v=o4OzONef7Xs
I tried morphdial on v8, I find it confusing at many levels!
I need a better way to make noses, this one I do not like one bit!
http://www.youtube.com/watch?v=o4OzONef7Xs
I tried morphdial on v8, I find it confusing at many levels!
I did a test last year and I liked what I seen and still use the dial.
http://www.youtube.com/watch?v=mZ0BztguZdw
http://www.youtube.com/watch?v=mZ0BztguZdw
- funksmaname
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here's an obvious difference between AS stock morph blends and MorphDials
exhibit A: Using Rudiger's morph dials with only two actions active - down at 100% and blink at 90% (ish) you get what you'd expect, a down looking face in almost full blink

exhibit B: Using AS' stock Bone Morphs the same combination of actions doesn't work - it forces the eyes back to their original position where the action was first created... this makes no sense to me and totally limits the usefulness.

The main advantage of AS' is that feedback is a lot smoother (although as shown above, wrong. With Rudiger's once you have complex characters real-time feedback is impossible and you have to start using 'bake' actions to see the result (for a single frame this is almost instant)
exhibit A: Using Rudiger's morph dials with only two actions active - down at 100% and blink at 90% (ish) you get what you'd expect, a down looking face in almost full blink

exhibit B: Using AS' stock Bone Morphs the same combination of actions doesn't work - it forces the eyes back to their original position where the action was first created... this makes no sense to me and totally limits the usefulness.

The main advantage of AS' is that feedback is a lot smoother (although as shown above, wrong. With Rudiger's once you have complex characters real-time feedback is impossible and you have to start using 'bake' actions to see the result (for a single frame this is almost instant)
Hello again.
I think I finally made a decent nose for blend morph test.
http://www.youtube.com/watch?v=zGsFGPZBo9Y
I think I finally made a decent nose for blend morph test.
http://www.youtube.com/watch?v=zGsFGPZBo9Y
- funksmaname
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