New Morpher node?

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New Morpher node?

Postby griff » 17 Feb 2011, 22:43

Hi thyme,

Under the Deka thread you talked about a new morpher node in a coming new version of Seamless.

I was using V2.166 but upgraded to V2.168 - is this the new version?

It has a new icon for the node but I don't see any differences (or am I being dumb?)

I want to try a speaking animation which involves a few more vertices than the eyebrow !

griff :)
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Re: New Morpher node?

Postby thyme » 18 Feb 2011, 03:10

Hi griff.
Yes 2.168 is the version that has the new morpher functionality that allows you to morph vertices by simply dragging the vertices as shown in my last video: Beginners Skinning & Poly-Morphing http://www.youtube.com/watch?v=4WtwgvveSTk

No new node was added for 2.168 as I came to the conclusion that it makes no difference whether you morphing nurbs control points or directly morphing the mesh’s vertices when morphing this easy way, so I ended up just adding the necessary functionality to the existing CPMorpher (as well as adding export functionality for hanim output) but please note the CPMorpher has never been used before to morph vertices, that is the CPMorpher should not be confused with the old Morpher node, it has some similarities in that it uses displacements but is also very different. The main reason for the change was to make it easier for anyone to use (inspired by my approach to morphing nurbs) and it allows you to import behaviours (the CPMorpher nodes are not part of the skeleton, they are used more like one would use a vrml coordinate interpolator in some respects) and its more uniform with morphing nurbs so there are less concepts to learn.
This node should also not be confused with the ModelMorpher which was designed to create CoordinateInterpolator type animation easily but the CPMorpher makes this node obsolete too and is easier to use.

So in short, the CPMorpher simplifies morphing whether you want to morph just a portion of the vertices or the whole shape.

I considered how the HAnimDisplacer nodes are designed to allow the user to blend different lots of morph data but I reasoned this would require more intellectual effort from the artist and I can always allow for this option if need be.
With the current set up the CPMorpher allows anyone to specialise in hanim as seamless will export the sequence of morph data from the CPMorpher to separate HAnimDisplacers which can then be hand edited (the nodes not the data) but is not necessary if you just want to morph a sequence of emotions for a hanim avatar


The poly morph capture video is simple but it does cover a number of related issues which may distract from how easy it is so I have written here the beeline procedure just to morph a single vertex.

1 Start seamless3d
2 Click on the build lathe button in the tool bar (build av segment for selected part) to add a simple mesh.
3 Plug an Anim node into the scene node and click on the Anim node.
4 click on the Part node in the scene tree.
5 Enable poly morph capture mode by clicking on the button in the tool bar that looks like a pair of lips with a ring around it. (no ring = enabled)
6 click on a vertex and drag it.

That’s all there is to it just to morph a single vertex (click play to see the vertex morph), to animate more vertices just drag more of them and they will be captured.

To keep to pure poly modeling convert the white part to a blue part but I want to point out this is not a requirement to do poly morphing. (We are still morphing the vertices directly as in we are not morphing the nurbs control points though we are using nurbs to create the shape this should not be confused with nurbs morphing)

And instead of adding a lathe to the scene you can of course import a mesh.
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Re: New Morpher node?

Postby griff » 18 Feb 2011, 04:26

Wow that was quick!!!

Did not expect a response for at least a few says. So TY thyme !!

Will go back and look at your video now

griff :)
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Re: New Morpher node?

Postby griff » 18 Feb 2011, 06:22

Double WOW!!!!

I used a 4x4 mesh - like your Morpher node example that you sent me in the past. Split it into a simple two component parent/sibling structure using the rectangle drag to pick the sibling vertices from the parent.

Then used your simple "beeline" instructions above and exported it to hanim x3d file. Took about 2 minutes (i had to find the polymorph capture button in the Toolbar :roll: )

Open file and set loop to TRUE in TimeSensor. Was impressed with everything set up nicely in the file - no editing to do in the Hanim structure.

Opened it in Instant Reality - played happily the very first time!!

Truly am impressed. Will try it on a real avatar tomorrow. If it is as easy as my test - wonderful improvement. :D

griff :)
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