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multiple morpher modifier bug... any workarounds?

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  • multiple morpher modifier bug... any workarounds?

    got a wierd issue.

    a model with 3 morpher modifiers.. all copies of the same one with the same target mesh. im using soft selection to selectively morph parts of an object.

    all works fine for first morpher, selected vertices on base object and apply morpher, animate it.. pays back fine.

    copy morpher modifier, with edit poly under it to select a different part of mesh.. animate that, plays back fine.

    add another edit poly and a third morpher, and animate that , to do whole mesh...

    now only first and third morphers have any affect when playing back timeline. if i click down stack to below top morpher, second one suddenly updates. but its impossible to get it to work when scrubbing timeline.


    ive recreated issue on a test scene, attached... any suggestions?


    given this has to be highly editable, the idea of baking out to morph targets and loading them back up each time into a single morpher, to achieve playback is quite a painful prospect.


    seems a bug in max to me... morpher issue.zip

    2018 btw.

    if you open test scene, and scrub timeline. you should see a quick bulge on left, then whole cylinder bulging at the end. in reality there should be a bulge on the right in the middle of the timeline. if you go to middle of timeline and click below top morpher in stack, the missing bulge appears. scrub timeline, it disappears again.

  • #2
    I'dont know if you still have that problem but I found a workaround. (the problem exists in max 2019 too btw.)
    There is an "Automatically reload targets" checkbox. That's a great feature because it allows loading animated morphs by reloading the target in every frame.
    So you make a copy of your model and delete the third morph. Select the original and delete the first two morphs. Then on the original you add a new morph below the select and the third morph.
    Select the copy of the object as target and check the Automatically reload targets checkbox. So the trick is to have only two morphs per object.
    Attached Files
    German guy, sorry for my English.

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