CompuServe Thread

Morph Question

23 messages in this thread
#66741From: Bailey BrownNov 16, 1993 8:37 AM
I am trying to morph between letters. For instance, I am trying to morph an "L" into an "S". I added vertices (in Coreldraw) to the L so it had the same number as the S. Then I set up the morph keys. The problem is that even though the geometry of the morphed L which is now supposed to be an S looks fine in the mesh display, when I render it it looks like the wrong vertices are connected (sort of like what happens when you loft with two shapes on the path whose vertices are not aligned). How can I control the results of the morphing better? I tried creating an intermediate target manually, but that didn't help. The same thing happens if I morph from S to L (but not as bad). Thanks. Bailey
#66763From: Yost GroupNov 16, 1993 11:16 AM
I assume from your description that you import the Corel polygons into the 2D Shaper, loft them, and then attempt to morph between the two meshes. Sounds like the first vertex of the shapes for the two letters is not properly aligned. Have you checked the first vertices of both shapes? By the way, if you're using R4, it would probably be easier to use Segment/ Refine in the 2D Shaper to add the vertices. – Jack
#66790From: MARTIN G FOSTERNov 16, 1993 11:56 AM
Jack, >> By the way, if you're using R4, << Bit early for r4, isn't it? <g>
#66822From: Yost GroupNov 16, 1993 3:33 PM
I'd take a vacation now myself, only we couldn't _both_ take off. – J
#66842From: MARTIN G FOSTERNov 16, 1993 5:37 PM
Jack, >> I'd take a vacation now myself, only we couldn't _both_ take off.<< How nice, that's a compliment (I think). You've been working extra hard without Gary around, and with me gone too, you'll probably need a holiday by the time we get back <g>. This is my last transmission, Roger, 10-4, over-and-under!
#66939From: Yost GroupNov 17, 1993 9:03 AM
Have a great time Martin. – J
#66911From: Bailey BrownNov 17, 1993 12:34 AM
Jack, Yes, I'm lofting an L and an S and trying to morph between them. I tried adding vertices to the L in both Corel and using segment/refine. I made sure the first vertex of the two shapes lined up. I tried tracing out the L manually. I tried duping the S shape and stretching and linearizing it to make an L and morphing from that to the S. I tried intermediate morph targets. After all this, the problem persists: the "S" morphed from the L does not render correctly. The top half is ok but the bottom half looks like the wrong vertices are connected. I think the problem lies with how the triangles of the two mesh objects are not lining up or something like that. The effect I would like to get is that of a french curve being bended from an L into an S. Can you thing of any other ways to get to this? Bailey
#66937From: Don LandisNov 17, 1993 9:01 AM
PMJI, Bailey, I have observed, for some time now, the limitations that 3DS r2 & 3 have with morphing. You seem to be spending quite a bit of time on this so here's my suggestion, or, how I now handle morphing in 3DS. I render the two scenes in 3DS to TGA files. Then, I use HSC Morph to create the the actual morph transition scene tga's. Then finish the project back in 3DS. I know this is not a purest 3DS approach to morphing but I've discovered that just a few animation tasks that are extremely difficult to achieve in 3DS are just plain simple in other software designed for this purpose. HSC Morph is not that expensive and you probably spent 5 times the price of HSC Morph just trying to accomplish the L-S morph in 3DS. Another product I used is Griffon Morph but it does not do morphing of moving objects the way the HSC product does, at least not the version I own. BTW I bought both morph products for less than $160. I don't know the exact movement you are trying to achieve in the morph, but the way these morph software tools handle the movement is very flexible. The only requirements are that your start and end file bitmaps be the same size, i.e. both have to be same resolution, color depth, and file type. This should not be a problem in 99.9% of the time.
#66993From: Don LandisNov 17, 1993 2:59 PM
I just got out of the video studio where I had taken a second look at the #D studio demo video. I remembered seeing something like the S-L morph. It was in the SUN Microsystems logo treatment. Ther morph several S's to U's and n's in an interlock. You might want to check it out, studying, frame by frame. Seemingly, it was done in 3DSr2 and not the cheating way I suggested earlier.
#67024From: Bailey BrownNov 17, 1993 6:16 PM
Don, Please do jump in. I already have a shareware raster morph program. I need to get a better one, maybe HSC. I'll see if the raster technique looks ok for what I'm doing. (A company changed their name and I want to morph their old logo into their new). Bailey
#67032From: Nov 17, 1993 6:46 PM
Bailey: IMHO, BlackBelt's WinImages:Morph beats the silicon out of HSC. Retails for $195. Greg Pyros
#66945From: Yost GroupNov 17, 1993 9:36 AM
Beyond Don's suggestion (a good one), I can only suggest that you try morphing in the other direction — from the complex S to the simpler L — and then render in reverse order. You could also try creating a third, intermediate mesh that contains a bit of both objects, and then morph from the L to the intermediate to the S. Another possibility is to combine the morphing with a cross-fade in Video Post, ending up on a completed, properly constructed S. – J
#67023From: Bailey BrownNov 17, 1993 6:16 PM
Jack, I think I'm going to try both the raster morph technique and also a variation on your video post idea. I'll have the L morph into the S and then use a hide key to hide the morphed L and show the original S at the end of the morph. Bailey
#67131From: Yost GroupNov 18, 1993 10:41 AM
There's always a way. Good luck. – J
#66963From: Nov 17, 1993 11:19 AM
Bailey: >> The effect I would like to get is that of a french curve being bended from >> an L into an S. Actually, I'd do it the other way around! Loft your S and then just manually move the vertices to an L, and use that for a morph target! It is the only way guaranteed to give you the exact result you need every time! In doing it this way, also, you can keep some of the intermediate steps as morph targets, also, you can control exactly how the letter changes shape and when each part starts and stops morphing! Greg Pyros
#67025From: Bailey BrownNov 17, 1993 6:16 PM
Greg, Thanks for the suggestion. I thought it might come down to this. I guess sometimes it just take elbow grease to get things right. Bailey
#67592From: Michele BousquetNov 22, 1993 5:55 AM
A suggestion: try a simpler morph first and see if you can get that working. Try a very simple S with no serifs, with maybe 12 or 14 vertices in the Shaper. Make an L with same number of vertices. The trick is to have the same _orientation_ of vertices on each shape. For example, if you took the simple non-serifed S and "uncurved" it (in your head) to make a rectangle, there will be, say, 7 vertices on each side of the rectangle. The L should have the same orientation of vertices on its unbent rectangle. If there are 8 and 6, the vertices can't move cleanly from the S to the L. With this approach, the morph should work. If not, there is just too much transition between the letters, in which case an intermediary shape with the same vertex orientation should work fine. BTW, this procedure is outlined the 3D Studio Tips and Tricks Series book, "Morphing and Animation", available from Greg Pyros here on the forum. The exercise does a countdown, morphing between 9-8-7-6 etc from lofted shapes.
#67688From: Bailey BrownNov 22, 1993 2:45 PM
Michele, I've given up on the morphing. I made a single lense flare pass over the letters and use hide-unhide keys to make them change. It looks pretty cool and was alot easier to do. Bailey
#67761From: Michele BousquetNov 23, 1993 1:03 AM
And look, you even came up with a new technique for your bag of tricks. Congratulations. Michele
#68358From: yann bertaudNov 26, 1993 1:27 AM
We just got your books in the lab the other day, and I leafed through them. Stopped and looked at that particular exercise. I had never thought about doing something like that. The books seem to be very educational.
#66780From: David TaffetNov 16, 1993 11:39 AM
Bailey – If this is to be seen only from one angle, I'd download a shareware morph program and do it outside of 3ds. If you need to fly around it, other questions: Does it have to be a real font? Are we beveled, here, or vanilla? Basically, how com-pill-icated is the geometry? How are you telling 3DS to get from one to the other, just importing the letters and saying "be thou morphed" or manually editing the vertices to the new shape? I suspect that some manual tweaking would be necessary. OR (and I'm no Corel person) draw each letter in Corel, starting with the same (corresponding) vertex in each, and working your way around in the same direction so the vertices are numbered logically. Perhaps "tracing" each letter in Corel could do that…? FWIW David Taffet
#66794From: Brian Rudolph [Adesk]Nov 16, 1993 12:22 PM
Bailey, Aligning the first vertex points in each of the leters should help. Also, adding your extra vertex points in 3DS using the refine tool might help as well. -Brian
#66973From: Grahame NaylorNov 17, 1993 1:21 PM
Bailey There is good advice in the previous answers but here are some extra thoughts. 1. download an image morphing program with sample files, there are a couple of good ones in the graphics forum. Then look at the logic required to morph one image to another successfully…. grid point to grid point. The same logic applies to morphing your letters but instead of a user definable grid you are constrained by the vertices of the meshes. Firstly arrange the order of the vertices to get the right effect. 2. Consider this …. (back in 3dsstart by morphing 2D shapes flat-on, going from S to L may result in strange shapes. Snapshot the intermediate position and edit the vertices to get the intermediate shapes you really want. Then extrude all the intermediates, go back to the keyframer and morph between each of those. This is not a "worked out" technique, just some thoughts for experimentation. Good luck …………. Grahame