Member Babybam Posted May 11, 2013 Member Report Share Posted May 11, 2013 I'm trying to get better at deforming. I use lightwave 3D with plans on creating adjustment maps in 3D Coat to help with deforming. I havn't done it yet because i don't know how. I learned about this method from friends. They said to create a low poly mesh and sculpt over it. They say it's the best way. Does anyone knows where i can find a tutorial on creating adjustment maps for deforming? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 11, 2013 Report Share Posted May 11, 2013 Morph maps ? http://www.ideepix.nl/aril/3d/lightwave/index.php?show=19 Quote Link to comment Share on other sites More sharing options...
Member Babybam Posted May 11, 2013 Author Member Report Share Posted May 11, 2013 Morph maps ? http://www.ideepix.n...dex.php?show=19 Thanks for the link. I know how to make Endomorphs, but morphs seem to be limited when using it with bones. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 11, 2013 Contributor Report Share Posted May 11, 2013 In C4D you can drive morphs with joints/bones using the on board node system (Xpresso). Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 13, 2013 Report Share Posted May 13, 2013 Morphs work fine with bones. just open the Object properties, geometry tab, and set the Subdivision Order to Last, or at least After Morphing. I usually just set it to Last. Quote Link to comment Share on other sites More sharing options...
Member Babybam Posted May 14, 2013 Author Member Report Share Posted May 14, 2013 Morphs work fine with bones. just open the Object properties, geometry tab, and set the Subdivision Order to Last, or at least After Morphing. I usually just set it to Last. I have all of that that setup. Is there a tutorial on this? I've looked everywhere. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 15, 2013 Report Share Posted May 15, 2013 OK I created a simple arm, just a tube with some joints. And gave it a morph called Muscle.Bulge. Then in Layout I added 3 bones, selected them and hit R to rest and activate them. I set Subdivision Order to last and added Morph MIxer. That's all. Video: http://screencast.com/t/igJ77pgvAPN Quote Link to comment Share on other sites More sharing options...
Member Babybam Posted May 15, 2013 Author Member Report Share Posted May 15, 2013 Thanks Philnolan, I know how how to set things up and use Morphs with bones, but for what i'm trying to achieve, it's being able to move and rotate arm around for animation- getting good deforms. Here's my youtube 30's vid of an example. /www.youtube.com/watch?v=tho38KhdOsY&feature=youtu.be Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 15, 2013 Contributor Report Share Posted May 15, 2013 Your link has a period between 'u' and 'b'. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 15, 2013 Report Share Posted May 15, 2013 The period is supposed top be there, the odd problem is that there's a "3d-coat.com" at the start of the link. Remove that and it works. http://www.youtube.com/watch?v=tho38KhdOsY&feature=youtu.be I'm not sure I'm following the problem though I'm afraid. Quote Link to comment Share on other sites More sharing options...
Member Babybam Posted May 19, 2013 Author Member Report Share Posted May 19, 2013 I would like to blend, using bones with Morphs, but it never comes out well when i try. Like in the short video. The Morph works well alone, but in conjunction with the bones, alot of weirdness. Espacially when rotating. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 19, 2013 Report Share Posted May 19, 2013 I can't think of too many things that go wrong, it's pretty straight forward. You're using Morph Mixer I assume. Have you Rested the bones (R key)? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 19, 2013 Contributor Report Share Posted May 19, 2013 (edited) Well, I never had to use blendshapes a.k.a. morphs to correct skin deformations. I don't know what Lightwave is capable of, but I'd try one or more of the following (most simple solutions come first): 1. Relocate the shoulder joint to the local center of mass or, by trial and error, try to find the sweet spot that works for you. 2. Re-skin the shoulder area properly. 3. Use influence object(s) to correct the deformation. 4. Take a closer look and alter (if necessary) the shoulder topology. 5. Maybe add an additional shoulder joint(s) and see what happens? 6. Add a muscle system to the shoulder area. 7. And only as the last resort - I'd use blendshapes/morphs or adjustment maps (I've never heard about the latter). Just my 5 cents. Edited May 19, 2013 by ajz3d Quote Link to comment Share on other sites More sharing options...
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