At the risk of sounding dumb, I need to understand what morphs and morph targets are. If anyone could explain them to me and their purpose and what you do with them, I would be very appreciative.
Thanks!
At the risk of sounding dumb, I need to understand what morphs and morph targets are. If anyone could explain them to me and their purpose and what you do with them, I would be very appreciative.
Thanks!
I have no idea but to ask another question:
Is there a ZB 1.55 manual any time soon? that would probably help us all out with the new features. (There is no sign on the Pixologic site)
Huge Regards
Dave
I’ll give this one a go
If you imagine a square, it has four corners, and for the purposes of computation we can write those corners out as points on a 2D coordinate system.
The points are connected by lines or edges which we can store as a list of relationships between points.
If we extend this 2D example into 3D space, we get a cube, 8 points now, and a quite a few more edges.
A morph is a change in the positions of these 8 points relative to each other, (the associations between points that make the edges remain the same.)
So a morph could occur between a cube (8 points) and a tetrahedron (8 points)
edit:
Scrub that, a tetrahedron only has 6 points*
If the movement is to be from a cube to a tetrahedron then the tetrahedron is the morph target. If the reverse is to happen then the cube is the morph target.
Now watch as someone explains it better
LMAO at me.
Speaking of morph targets…did you know that with this new version of ZBrush, when in preview mode of a zsphere (adaptive…as far as I know) you can actually edit the mesh in preview mode and ZB remembers the “morph” while still being a zsphere. So one can do additional modeling in preview mode and use the zif mode to rotate for poses. I think this is closely relating to our soon to come displacement mapping. You have to keep in mind thought…if you change the mess density…or add a zif to the model…all the editing to the preview mesh will be lost. So it will be good to make it a habit to fully check your model and be finished and happy with it before you start this type of editing.
I dont know how much this relates to the morph question but it seems an appropriate place to state this cool new feature.
Also, thank you Mentat7 for sharing this bit of info to me and others at IRC last night…and now…to everyone!
Enjoy.
I don’t know that i can explain it technically better, but I can explain how it can be useful. Let’s say that you have a mesh of a head/face. You could then go about creating different expressions for this face by moving individual vertices, or by using a deformer of some type. Then, assuming you haven’t altered the mesh’s basic structure (it’s poly count and order) these new variations would become your morph targets. Often this is done in such a way that the amount of morph can be controlled, so that if you created a very happy face you could decide just how happy you wanted the face with a percentage slider, and sometimes morph tweening can be negative, so that your happy morph could be used to create an unhappy expression. Also, some progs allow multiple morph tweening, but the results can be unpredictable sometimes…
I get all that too but like me I think the original question was how do you make these into an animation? Say four poses of a walk cycle…do you use the movie menu or is there a new animation option?
You all probably know of the online help system, whereby focusing the mouse on a button and holding down CTL will bring up detailed info on anyhing in ZBrush? But if you hold CTL+ALT you will get an alternate version of the same info, and sometimes even different info.
Try holding CTL+ALT over the StoreMT button (Store MorphTarget) located in Tool Modifiers
Morph Target. Should give a hint as to one of its uses