Magical Moving Morphs?

I have a question that I suspect the answer is "no", but here goes...

I created a full body morph in Hexagon from the G2F base. Part of the morph includes long rabbit ears. All worked out pretty good, but now I find that I'd like to be able to pose the ears in an alternate position. So, the question is, can I just reposition the ears and save out a second morph that only changes the ears and add it, or will it re-apply the rest of the morph changes, basically doubling them?

I suppose a work around is just to zero out FBMorph 1 and add FBMorph 2 at 100%, but it would be nice to get some pseudo-movement by mixing them and just changing the ears. If I were to set a 60/40% split, for example, would that leave the rest of the body changes at 100%, and just mix the ear area?

Also, assuming that would work, is there a way to link sliders, so as one goes up, the other goes down, with them totalling 100%?

 

Thanks!

Comments

  • The reverse Deformations option in Morph Loader pro will subtract the applied morph (or pose) from the loaded morph, leaving just the chnages unique to the morph). However, you do need to bear in mind that a morph moves the vertices in a straight line, not along a curve, so it won't really look like a pose if you apply it gradually. A better option for ears would probably be new mesh applied as a GeoGraft, giving you posable ears with bones in place of the originals, but that is of course more complex.

  • lexbairdlexbaird Posts: 168

    Thanks Richard. Now that you mentioned geografting, that actually might be relatively easy, because the ears are already sculpted, plus it would give me the opportunity to add a bit of mesh geometry to the ears. Alternately, just make a couple more intermediate morphs. Hmmm....

Sign In or Register to comment.