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EnIgMaTiCScOrPioN
Member
Picture of e_phoenix13
Posted
Hi All!!

Steps on Animating Organic objects Using Morph Targets with XML help:

1) Remove all unwanted objects from the MAX file.
2) Create Different morph Targets from the base object.
3) Keep all morph targets on exactly the same position. Preferably (0,0,0).
4) Maintain the polycount of all Morph Targets exactly same as the base object.
5) Export as ASE.
6) Import ASE in Scene Builder.
7) Select Base Object. Go to Debug Menu - Add morph targets.
8) Publish as MTX/MTS/HTML.
9) Delete the target instances from the MTS file.
10) Animate through MTX file using XML codes by MORPH technique. (XML reference on VP site)

Hope this helps.


Best Regards,

Anup
 
Posts: 557 | Location: India | Registered: February 12, 2003Reply With QuoteEdit or Delete MessageReport This Post
Ivy
Junior Member
Picture of Ivy
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Hi Anup


May you tell me what is the version of your Sence Builder? From your step 7 said Go to Debug Menu then Add morph targets, I can't find the funtion called "Add morph targets"
in my Sence Builder. Do you know why?!


Thanks for the help!!!

Best regards,

Ivy
 
Posts: 1 | Location: Taiper, Taiwan | Registered: February 20, 2004Reply With QuoteEdit or Delete MessageReport This Post
EnIgMaTiCScOrPioN
Member
Picture of e_phoenix13
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Hi Ivy !!

I use Scene Builder Version 3.0.11.131
In the Debug menu - Right at the bottom you will find the ADD MORPH TARGETS button.

If not, try thiis:
1) In the Program Files folder of Viewpoint Scene Builder, you will find a file named Options.ini

2) Open this file in Notepad.

3) Find the Add Morph Tagret option near the end of the document. You may find the following text there:

; [Add Morph Target]
; Type = eButton
; Color = 147 191 193
; Group = 0x400
; Command = eAddMorph
; Hint = Select a GEOMETRY to be the base geometry. All the other geometries\nin the scene will become its morph targets

4) Remove the Semi-colon punctuations Prefixing all the above lines. It should look like this:

[Add Morph Target]
Type = eButton
Color = 147 191 193
Group = 0x400
Command = eAddMorph
Hint = Select a GEOMETRY to be the base geometry. All the other geometries\nin the scene will become its morph targets


This file (Options.ini) in general activates and deactivates the buttons in the Menus - Sort of customizing the Scene Builder for your use.


Still if you are facing any problems, I am available at MSN - anu_mmx@hotmail.com

We can solve this online.

Hope this helps.


BestRagards,

Anup
 
Posts: 557 | Location: India | Registered: February 12, 2003Reply With QuoteEdit or Delete MessageReport This Post
<Ivy>
Posted
Hi Anup

You are genius! Its work now!!

Thanks!

Cheers,

Ivy
 
Reply With QuoteEdit or Delete MessageReport This Post
Member
Posted Hide Post
Anup -

How are you deleting the instances in the .mts file after you've published the .mts file?
 
Posts: 82 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
EnIgMaTiCScOrPioN
Member
Picture of e_phoenix13
Posted Hide Post
Hi !!

1) Open the .mts file in Stream Tuning Studio.
2) Select the instances which are to be deleted from the Object List in the left panel.
3) From the EDIT Menu - select the delete option.

Thats it....

Enjoy...


Best Regards,

Anup
 
Posts: 557 | Location: India | Registered: February 12, 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Sundar
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Biped character animation is really easy in poser, no need to go through Max.

I learn't Poser but I wasn't entirely happy with the way the mesh animated at times, even though I tried to make sure the joints were as good as I could make them. Acceptable but hmm.

Also with the ability now to bring in large landmasses from Max to Atmosphere it was a nice idea to think I could animate the model in Max put it on a path wich corresponded to the world (landmass). Then export both.

I wanted to try Biped with Physique in Max to see if animating the mesh was a pleasanter experience. I've done a bit of morphing in Poser and taken it into atmosphere.

I think this way exporting the 3d MAx model to poser to do the animation and bring it back to viewpoint will help you reduce the task of editing the .mts file thus improve the way you work.
You can able to download and view the shelly's work in the viewpoint file in [URL=http://www.tricrosian.com/zips/animatedfish.zip ]this link[/URL]
See the animation in life in the avi file [URL=http://www.tricrosian.com/tutorials/animateafish.html ]here.[/URL]

I hope it will be useful for you all
 
Posts: 21 | Location: Chennai,India, Asia. | Registered: April 05, 2004Reply With QuoteEdit or Delete MessageReport This Post
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