Blend Morph Help

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Iheyd
Posts: 8
Joined: Thu Nov 01, 2012 4:34 am

Blend Morph Help

Post by Iheyd »

im trying to do a full body blend morph turn and i was wondering how i would move the bones aswell. all the body parts move how theyre suppose to but the bones stay in the original spot.

and one more question.

how do i imply the blend morph? i move the body using the dials and then i hit apply but then i cant get him back to original stance after so many frames. thanks in advanced.
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Thrashador
Posts: 84
Joined: Mon Nov 28, 2011 6:45 am

Re: Blend Morph Help

Post by Thrashador »

It sounds to me like you're trying to get too much mileage out of the same rig. Depending on how far your character does a body turn, it's oriented completely differently from before, which might work better with a separate rig. In that case, you could either cut to the new position as a different scene, or turn visibility off on the first rig and turn visibility on for the second one.

If you want to get him back to the original stance, you can copy the keyframes of each vector layer and paste them on the frame where he returns to the original stance... or just have a second instance of the same rig and use visibility/switch layers.

One more thing: If you haven't tried setting up a turn using smart bones, try it. That might work better.

Thrashador
Iheyd
Posts: 8
Joined: Thu Nov 01, 2012 4:34 am

Re: Blend Morph Help

Post by Iheyd »

hey thanks for the answers. I tried smart bones and i cant seem to get it right.

i took a couple of screen caps with the blend morph i was trying because im so new i dont really know how to explain myself.

this is after moving 100% to the right and trying to animate arm.

Image

and
this is the starting position

Image


its a quick test i made because im still unsure what the possibilities are and dont want to rig a full character just yet.

and is it possible to move the bones with the morph so i can still animate the arms and legs and whatnot
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