How to use MultiMorph 1) Create morph target objects by duplicating base object.(Vertex Object only). ** If you change geometry of the base object after creating targets, morphing does not work properly.
2) Name and group the targets. ----One group can have up to 10 targets.
3) Apply "MultiMorph" to the base object.
4) Input the target group name in the text field 'Target Group' and return. The target names will be displayed above each slider.
5) "MultiMorph" is stackable!! You can add any number of target groups and apply the same number of "MultiMorph". 6) Group the target groups for easy handling.
(toggle visible/invisible, move position, and so on) It is not necessary to link target groups with the base object, and they may be anywhere in the scene tree.
7) When you add or delete or change the order of target objects, click "Refresh" button. The names above the sliders will be refreshed.
8) When "Reset other targets" is checked, only one slider that you change has the value and other sliders are reset to zero automatically. Check this in lip sync targets group.
9) "Reset All" button resets all sliders to zero .
10) "Add Keyframe to All" button creates keyframe to all sliders in the group at current time.
What's changed
MultiMorph v1.1 has been rewritten from facet mesh based deformation into polymesh based deformation. "Polymesh" is the polygon mesh which is edited in VertexModeler. "Facet mesh" is the subdivided triangular mesh which is seen in Assemble window.
Since "Facet mesh" is interpolated adaptively according to modification of "Polymesh" and the number of the vertices changes, target with wide range deformation caused wrong morphing in version1.0.
Basically, modifiers operates only Facet mesh. M.M. version1.1 manipulates polymesh directly and any deformation of targets can be used. In order to pass deformed polymesh from one M.M. to the next, M.M.v1.1 creates master objects named "Deformed -masterName of baseObject- #" which contain morph result of each M.M.
Usually, users do not need to be conscious of these master objects. If morph result became unexpected, delete Deformed masters or just select [Remove Unused Masters > Remove Unused Objects] under Edit menu. M.M. recreate new Deformed masters automatically. |