Hey guys, I'm having some trouble with the morpher in 3ds max, specifically the morpher material. When one morph target blends from another the whole material darkens, It only happens during the transition, after the morph has happened the colour is correct. it even happens in the material preview window. I have a video below demonstrating this whole weirdness
https://youtu.be/5Bq69urQnF8Anyone have any idea why this is happening? I'm just using a standard material with a normal map and a diffuse colour of 128 in every single material. In the example above I copied the first blend shape material and simply swapped the normal map. everything is exactly the same.
While typing this I thought it could just be doubling up the normal map but I just did a test with all normal maps off and it's still darkening. now that's just two identical materials :P
Please help, it's driving me nuts
Replies
I managed to find a work around by copying the animation keys from the morpher to a blend material which is currently doing a much better job. got the idea from a morpher plug in website and it's no longer darkening the material. This all seems rather hacky though. Is there is a newer way to making blend shape faces in max that I'm oblivious to? Maya can do the damn thing in real-time, normal maps and everything.
Marmoset 3 supports blend shape animation but can't blend textures which means I get no wrinkles with suuuuuuuck's. I was wondering if I could export the blending normal map out of max as a video and then import that into marmoset but marmoset doesnt support video textures. So now I'm thinking i'm going to have to export the marmoset scene to unreal 4 and set the whole thing up in there. I've never really used unreal before though so I'm going to do some research first.
It does look rather cool in marmoset though, check this out
Here's what I have so far, just eye's, eye brows and a really rubbish set of materials but it's looking promising so far
https://youtu.be/89kkqjU9g5A
A curve could also work, but kind of a pain to set up.
If you're down to experimenting you can also try to use the Reaction manager, wich does exactly that. You set up a master (your morpher) and a slave (your mat). Then you create 2 states, one on zero morph and one on fully morphed. There is a curve then that you can change to your liking.
Be aware though, i tried to use the reaction manager in a few occassions and it bugged on me quite alot. Also, you would have a lot of states in the end, depending how many morphtargets you have. Besides that if it does not bug/crash, it could be a nice way to control the blending.
edit: quick example