My guess is that it's a bug in the morpher modifier as the 1st morph target seems to work but 2nd and beyond don't. There may be a solution in splitting the multi-target morph channel into multiple single target channels and wiring them up to a single spinner with some math, but honestly replacing my render button with…
I had tried that, skinning the blend targets before but it gave wacky results. Tried again just now with the final morpher above the skin modifier and it works! Steps: * Skin base sheath * Skin each sheath blend target, (need lots of intermediates but that's fine, I was planning lots anyway) * Add a morpher to the base…
Probably because you added the targets while it was above Skin. Delete the Morpher, click the Editable Poly, add a new Morpher, add your targets... should work. Here's a zip file in case it helps, Max 2018.
I'm such a fool for not testing this earlier, but I've run headfirst into a massive problem! For a morpher channel that uses more than a single target, the second-onwards use the current scene playhead's frame for evaluating their skin, regardless of which frame is currently being rendered. So if the playhead is at frame 5…
I really want to dig down into this, because it's been said a few times and it seems very counter to what I'm experiencing The verts move so far in the morph that a skin above can't do nice deformation. The verts get separated from their original bone by a long way. I need a situation where the skinning updates as the…
Guess who didn't check if their fix for rendering also worked for fluid sim collisions >_________< EDIT: Ok, so since it's only the 2nd morph and beyond, I separated out the 3 targets into 3 channels and that allows the whole system to work. It more than triples the animation work required though so I'll write some…