I do not recommend this but sometimes it can't be helped. It's possible to remove vertices but that requires you to copy paste your modifier to ALL of the morph targets, or 3dsmax will refuse to export the morph data when you try to save it as fbx. Note that you're still not allowed to add new vertices, only move existing ones. If you really need to modify your base model, do so by adding modifiers on TOP of Morpher.This only applies to morph targets, not the base model! If you need to make changes to a morph target, disable "Auto-Key", make the necessary changes and click "Rebuild All Morph Targets" button afterward to make the changes take effect.See below for instructions how to edit a morph target properly. A morph target was moved out of place accidentally. Check that the correct frame is set to 100 and all the others are set to 0.Ģ.You gave the wrong name to a morph targetģ. Something's out of place? There's three possible causes:ġ.You didn't set the morph ratio correctly.Success! If you've done everything right, moving the frame selector back and forth will change your model to match the reference model.Find what's the name of the flex for the current frame and click on the arrows next to your morph target's name in the morpher modifier and drag up untill the 0 changes to 100. Hit "Zero Active Channel Values" again.Move to frame 1 by using the slider (1) or the arrow (5). Hit "Zero Active Channel Values" in the morpher modifier. Put the frame slider back to 0 if it isn't already.You'll see the names of your copies have filled the -empty- spots. Make sure they're all there, select them all and click Load. You should see a list with the names of all the copies you've made. Click on "Load Multiple Targets" in the morpher modifier.(3) Red borders will appear in your viewport. Add a "Morpher" modifier from the Modifier List menu. Hide all your morphed copies and select your "original" model.For example, if we're making an item for the heavy, we will rename "YOURITEM032" to "upperSuprise1" (note: I didn't make a typo! Some flexes contain typos, you need to copy those aswell!) I've included a list of names and the respective frame numbers in the resource pack, in the "flexnames" subfolder.
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