#another morphing problem
14 messages in this thread
My trouble with morphine is that the objects don't stay in place. I thought
that the objects morphed about the pivot point. I had an object and its morph
target on a plane and put both pivots on the plane. Yet when they morphed the
object still slipped through the plane. I'm not sure if I'm describing it well
but I want one part of the object to stay in position so thats where I put the
pivots, yet the morph ignores it.
Is it supposed to do this. I have to go through frame by frame and realign the
object.
I would really appreciate clarification. Thanks
———————————————-Will
>> My trouble with morphine is that the objects don't stay in place. <<
^^^^^^^
If thats your only problem, you're tolerating it well. <g>
Well, I try…..<g>
P.S. I'm interested in the SC2000 and read through messages in
there and noticed your name. Maybe you could help, how exactly do I participate
in it; I'm not sure what to do. Are they going to distribute different parts
for people to work on or do we just send in our stuff?????? what. Thanks….
———-Will
>> I'm interested in the SC2000… <<
Look for a message to yourself from me in section 16 "StudioCity 2000."
Paul S.
Have you read the "Important" note on page 8-60? When you morph one object to
another, 3ds simply translates the vertices of the 1st object to the position
of the vertices of the 2nd object _based_on_the_offset_of_the_
vertices_relative_to_the_local_axis. (Whew, it's hard to underline in ASCII.)
The so-called "local axis," which is also known as the "transformation axis" is
carried with each object, and is basically the same as the pivot point. If you
modify an object in the 3D Editor using the Modify/Object commands, the local
axis goes along with the object. If you perform a modification at a lower level
(using the Element, Face, or Vertex commands) the vertices of the object are
modified, but the local axis is left behind. Since morphs are based on the
offset of the vertices relative to the local axis, modification
performed at the sub-object level produce different morphing results than
those performed at the object level.
That's the basic theory. To use it with your specific problem, I suggest you
play around with some object and sub-object modifications along with the
morphing commands and see what happens. Also take a look at the Reset Xform
command which resets the transformation matrix (Xform) to match world
coordinates.
– Jack
PMJI, but FIY, the subtle relationship between pivot, TM and parent-child
hierarchy was one of the most difficult interactions to decipher when I coded
the 3DS writing side of our translator. I spent at least a week or two making
hierarchies, dumping them with DUMP3DS and my own equivalent tool, exporting
omels through my code, and loading them into the 3D Editor (where they'd look
fine) and then go to the Keyframer (where they'd be misplaced in gross or
subtle ways.) If you get some spare time, :-), you might want to consider
adding a few paragraphs to the docs for the File Toolkit.
I don't have any input on the docs for the File Toolkit, but perhaps Jonas and
the Autodesk gang will take note. In the meantime, we'll keep it in mind (the
confusion) during our development process.
– Jack
Hi Jack,
<< take note >>
noted, but now I'd use the TSE PXP along with NDUMP to help with the learning
process.
jonas[adesk]
I thought anyone could volunteer to help with the File Toolkit. 🙂
sure can. I love volunteers. 🙂
I spent some time in the military. I don't volunteer for anything.
– J
Will,
Just to expand a little on what Jack said. The Transformation Matrix (TM)
origin and the Pivot Point (PP) are only the same if you have not manually
placed the pivot point in the Keyframer. If you manually place the PP it is
then stored as an offset from the TM origin. Morphing only respects the TM
origin and is not paying any attention to the fact that you have placed the
PP's for both objects on the floor plane.
Probably the easiest way for you to correct your current situation is to
create a small sphere with its center at the base of each morph object (one
sphere for each object). Then use Create\Object\Attach and select first the
morph object and then the sphere at its base. This causes the object to give
up its TM orign and take on the TM origin of the sphere. Use
Modify\Element\Delete to remove the sphere from the object and you have
successfully relocated the TM origin for the object.
Warning: This process will also cause the morph object to give up its name
and any Keyframer keys and take on the name and and keys of the sphere object
that it is attached to. The object will keep its original material and
mapping though.
Steven
>> My trouble with morphine is that the objects don't stay in place. <<
Yeah.. that sometimes happens with too much morphine, wait until the drug
wears off, then things should stay still for you 🙂
Are you morphing the objects or the object's vertices? Try moving the object's
vertices instead of the object. Let me know.
James Franssen
Imagination Station