Hello. I got a skeletal mesh with working morph targets and I created LODs using Unreal´s skeletal mesh reduction. The LODs are very fine, but the morph targets don´t work anymore on them. They do work on level 0, but not below that. Is there a way to keep the morph targets working? Thank you : )
okay so i made all the morph targets for the character creation system and it was decided that we need to add some changes to the mesh.. well that sucks cause i only made like 120 morph targets.. so what do you do?? i was going to use the skin wrap modifier and it would require putting a skin wrap on the new head and…
I have a head with a bunch of morph targets on it in 3dsmax which is fine . The problem is I lost the neutral tweaked pose where the head is a lot better looking/thinner and the eyes are further up the head. I want to combine the two get the updated head and keep the original morph targets intact. The tweaked head is a…
Thanks for the reply! I was actually thinking about bones and morph targets together. My main concern was how to do the morph targets in the first place...not knowing whether to take off the head or not. I got confused and thought that if I copied the whole mesh then it would morph the positioning of the hands etc... Whcih…
Multiple morph targets can't be baked. If you collapse the stack the active targets become the static model, and all morph data is lost. Is there something preventing you from deleting the morph modifier, scaling, and then reapplying a new morph modifier and adding the targets again? (The targets would need to be rescaled…
Hey there, is anyone else tearing their hair out with the target weld tool in Maya 2016? So, I want the texture to follow the vertices when I move them (not in the UV window) Currently I am merging some vertices (with the new target weld tool) in the perspective window and the texture does not deform with the change of the…
Transfers position of vertices from target to source, even with different number of vertices. Works in object space or world space. Useful for aligning parts of character meshes, matching deformations, or synchronizing mesh segments. Demo video https://youtu.be/GZXPjzqsw8c Screenshots Download…
I had a joint rigged face and needed a blendshape version. I posed the blendshape targets I needed on the timeline and then duplicated the mesh at each pose and added that to the blendshape rig. There were 80+ blendhape targets and I was able to generate it less than a day. Further iterations to add/adjust targets only…
Hi guys, Does it matter when the morph targets for facial expressions are created? I have a character and was going to rig and skin it and then do the targets later on. Or should the targets be created before skinning? Thanks.
This selects camera - actionMan.executeAction 0 "40247" -- Views: Select Viewport NodeandThis selects camera target - actionMan.executeAction 0 "40248" -- Views: Select Viewport Node Target How to select both at the same time?