1 LightWave 3D Tutorial Corrective Morphing Sun Sep 26, 2010 9:43 am
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This tutorial will teach how to quickly and easily use Endomorphs to correct skin weighting in Lightwave 7.5
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Grab your character and Rotate the problem joint, keep note of the min and max values of the axis you�re dealing with.
I�m working with the lower arm bone, and the heading axis.
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You can see the elbow lost a lot of volume, and I�d like to pump up this guys bicep a bit when the arm is flexed like this.
Again, mark down the max values...
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Select the object and run the save endomorph command in layout, name the bent pose "bent"
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Save your object (this saves the new endomorph to the object file)
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Load your object into modeler, set the bent morphmap active
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Use the copy map command on the map tab to copy your bent map (this is so you can have 2 copies, one to edit)
(The other to subtract the rotation) Name the map something sensible
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Correct the deformation with modeling tools, dragnet is a favorite of mine. Notice my character has a nicer elbow now.
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Now strip the rotation off of our map by using the apply morph command. Select the "bent" morph and use a value of ?00.
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Now our bicep morph is ready to go. Save your object and head back to layout
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For simple corrective morphs use Layout�s deformation plugin "Jointmorph". If your joint needs IK on it Jointmorph will not work without baking the IK keys.
You may want to search around and find a free plugin called "MorphDriverCF". It�s a channel modifier for the graph editor and will work with IK.
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Make sure the proper axis is using the proper morph
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Uncheck the axis you don�t need and set up the morph values you took note of earlier.
Two things to keep in mind here, you maybe have to switch the max/min values of the rotation is negative. (Like my example here) and you will probably also have to pad the values a bit to keep it from hitting the 0 and 100 mark.
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All ready to go, nice bicep and elbow
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And now the morph is at 0, the arm looks just like how I modeled it at the rest pose.
There you go. Easy corrective morphing in Lightwave 7.5]
[You must be registered and logged in to see this image.]
Grab your character and Rotate the problem joint, keep note of the min and max values of the axis you�re dealing with.
I�m working with the lower arm bone, and the heading axis.
[You must be registered and logged in to see this image.]
You can see the elbow lost a lot of volume, and I�d like to pump up this guys bicep a bit when the arm is flexed like this.
Again, mark down the max values...
[You must be registered and logged in to see this image.]
Select the object and run the save endomorph command in layout, name the bent pose "bent"
[You must be registered and logged in to see this image.]
Save your object (this saves the new endomorph to the object file)
[You must be registered and logged in to see this image.]
Load your object into modeler, set the bent morphmap active
[You must be registered and logged in to see this image.]
Use the copy map command on the map tab to copy your bent map (this is so you can have 2 copies, one to edit)
(The other to subtract the rotation) Name the map something sensible
[You must be registered and logged in to see this image.]
Correct the deformation with modeling tools, dragnet is a favorite of mine. Notice my character has a nicer elbow now.
[You must be registered and logged in to see this image.]
Now strip the rotation off of our map by using the apply morph command. Select the "bent" morph and use a value of ?00.
[You must be registered and logged in to see this image.]
Now our bicep morph is ready to go. Save your object and head back to layout
[You must be registered and logged in to see this image.]
For simple corrective morphs use Layout�s deformation plugin "Jointmorph". If your joint needs IK on it Jointmorph will not work without baking the IK keys.
You may want to search around and find a free plugin called "MorphDriverCF". It�s a channel modifier for the graph editor and will work with IK.
[You must be registered and logged in to see this image.]
Make sure the proper axis is using the proper morph
[You must be registered and logged in to see this image.]
Uncheck the axis you don�t need and set up the morph values you took note of earlier.
Two things to keep in mind here, you maybe have to switch the max/min values of the rotation is negative. (Like my example here) and you will probably also have to pad the values a bit to keep it from hitting the 0 and 100 mark.
[You must be registered and logged in to see this image.]
All ready to go, nice bicep and elbow
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And now the morph is at 0, the arm looks just like how I modeled it at the rest pose.
There you go. Easy corrective morphing in Lightwave 7.5]