Unfortunately I found that I wasn't able to select a morpher object if it was an editable poly, so this meant I was unable to select just the head by itself. As I feel it is crucial to animate the facial expressions of my characters I decided I would detach the head and when it comes to animating and putting the animation together, I will just show close ups of the face so that the viewer cannot see the body.
So I begun created a series of different facial expressions with the heads I had cloned, I edited them via the editable poly mode and adjusted the vertices to suit the expression, I was only editing one side of the face as I thought it would be quicker to delete half the face and apply the symmetry tool, once I had finished creating all the faces I changed them to an editable mesh so that I could select them using the morpher tool. Unfortunately once it animating so that the face would morph into the selected face, because I had used the symmetry tool it would not work and this was the outcome:
For whatever reason the morpher tool did not like the fact I used the symmetry modifier when editing the heads, and it would not morph, so all the time I spent on creating and adjusting the other heads was wasted.
Fortunately in the end I managed to get the morpher tool to work, however the process took lot longer because I had to edit the faces without using the symmetry tool.
Here is the final outcome and an example of how the tool works, I am very pleased with the overall outcome as I feel that the animation works nicely, with the use of the morpher tool it means that the facial expressions can be adjusted slightly or a lot, so the tool allows the user to control how much the expression is shown on the characters face, it also means that the movement in the face moves nice a smooth giving a realistic expression.
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