CompuServe Thread

#another morphing problem

14 messages in this thread
#140931From: WillDec 9, 1994 5:30 PM
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
#140959From: Paul Sanford [LVL5]Dec 9, 1994 8:21 PM
>> My trouble with morphine is that the objects don't stay in place. << ^^^^^^^ If thats your only problem, you're tolerating it well. <g>
#141000From: WillDec 10, 1994 3:26 AM
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
#141036From: Paul Sanford [LVL5]Dec 10, 1994 12:12 PM
>> I'm interested in the SC2000… << Look for a message to yourself from me in section 16 "StudioCity 2000." Paul S.
#141019From: Yost GroupDec 10, 1994 11:19 AM
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
#141425From: SyndesisDec 12, 1994 4:34 PM
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.
#141455From: Yost GroupDec 12, 1994 7:08 PM
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
#141480From: Jonas Ruikis [ADESK]Dec 12, 1994 9:46 PM
Hi Jack, << take note >> noted, but now I'd use the TSE PXP along with NDUMP to help with the learning process. jonas[adesk]
#141533From: SyndesisDec 13, 1994 8:06 AM
I thought anyone could volunteer to help with the File Toolkit. 🙂
#141542From: Jonas Ruikis [ADESK]Dec 13, 1994 8:46 AM
sure can. I love volunteers. 🙂
#141575From: Yost GroupDec 13, 1994 10:44 AM
I spent some time in the military. I don't volunteer for anything. – J
#141052From: Steven ElliottDec 10, 1994 1:27 PM
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
#141098From: WillDec 10, 1994 7:56 PM
Wow! thanks for the info. It'll make animating a lot easier now! ——————Will
#141116From: James FranssenDec 11, 1994 12:31 AM
>> 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