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Update and enrich the Morpher Modifier

Update and enrich the Morpher Modifier

Morpher

The morpher modifier is in very outdated and in need up an update. An overall UI cleanup and adding features from Morph-O-Matic and MorphX2 would be a great start.

Morph-O-Matic Features Include the following...
- Unlimited number of channels, why being limited to 100 targets...when complex characters may need more.
- Cut/Copy/Paste on selected channels, if you like a pose at a precise frames, why not re-use it ?
- Save/Load geometry of targets, this way you don’t have to carry all the targets in the scene !
- Display Filtering, easily choose the channels and keyframes you want to see in the trackbar and in the modifier panel.
- Static and Dynamic Poses, save any combination of morph channels and re-use it as if it was a morph target but maintain the connection to the initial channels
- Use the stack result as a target, whenever you want to create a morph target, just apply an Edit Modifier and that’s it...you don’t have to create countless copies of the object in the scene
- Cubic Spline Interpolation on Progressive channels, no more linear interpolation between multiples targets of the same channels!
- View-dependant morphing, unlike traditional animation, 3d characters are always draw perfectly in perspective within 3d space, well not anymore, cheat deformations based on the angle of any cameras
- Extract all deleted targets and re-bind them, if you have delete some targets, and you want to modify those, this will allows you to keep the animation, and will turn back the auto-reload on, this way you can modify the targets and keep your animations, even if the targets were deleted !
- Soft-Selection support, restricts morph calculations to only those vertices currently selected in each target.
- Display Floater, for animators who don’t like the command panel, a cool way to animate and it works with multiple character at the same time !
- Easy Accurate Material Morphing, you can do material morphing based on channels or even on a per target basis for complex progressive morphing cases.

We still miss Additive/Corrective Morph Modifier like MorphX2 .

Morphx2 allows artists to create non-destructive morph targets that can go on top of any other modifier in 3dsMax, allowing ’fixer’ shapes to be created far more easily then with the traditional ’Morpher’ modifier

I think this could be a part of deal as a new plugin to deliver.

Clovis Gay also have similar solution called OverMorpher. But, this is a scripted plugin. You can check as reference.
http://hocuspocus-studio.fr/tools/product/overmorpher-world-space/

16 Comments
michael_spaw
Autodesk

P.S. This post originated from Changsoo Eun. Nicely done.

RGhost77
Advisor
gandhics
Advocate

The original list is from Mitch Gates!

michael_spaw
Autodesk

Certainly want to give credit where it is due. Besides, Mitch is a good guy...

nshchetinkin
Participant

overmorpher is da sh*t

nshchetinkin
Participant

some links to overmorpher...

https://vimeo.com/157992898          --- PoseSpace

https://vimeo.com/158386694          --- WorldSpace

https://vimeo.com/46877891            ---Morphologies

Kelly_Michels
Autodesk
Status changed to: Future Consideration
 
Anonymous
Not applicable

Yep, i totally voted this. the current morpher modifier are really need another overhaul and improvements

Isaac_Zuniga
Advocate

Got my vote, this is a main factor why I have not gone ahead and finished my character models (other than me not having much quality time to work on them), I know they'll be awful, because I need to develop a system for them that Max doesn't currently have.

 

Which then comes back to the fact that I do not have that kind of time. Maya has some cool tools for character rigging, if Max is to compete with Maya, this would be a massive muscle flex from 3ds Max to Maya.

Isaac_Zuniga
Advocate

@nshchetinkin

 

That tool looks so awesome. If Autodesk creates and implements their equivalent to that, then I'm very certain that it'll catch a lot of attention, especially from all the character riggers and animators out there. It may even make 3ds Max not too far off of a long shot of being considered for the main program for character design in big-budget industries.

 

RGhost77
Advisor

del

augusto_goicoechea1
Contributor

Hello, spite of the morpher modifier is almost unused with the traditional sliders and has become more just a list of morph for the facial rigs I think even in such workflow it should be improved in some little things.

 

1) It´d be so usful to identify wich kind of morphs you have in a piece of the list with a color code. If I could manage the color of each button in the list of morph it´d allow me to identify more visualy and quickly each group of morphs inside the list, like the group of morph for the eyes with color red, the mouth color blue, etc.

 

2) Please, let me expand the list as much as I want to downward and sides. Maybe the list should be something apart.

 

And that´s all I have so far.

 

Thank you very much!

 

Augusto.

Tags (3)
Ehsan.Sarahian
Advocate

Morph modifier need more changes than "some little things". Please see this idea:

https://forums.autodesk.com/t5/3ds-max-ideas/update-and-enrich-the-morpher-modifier/idi-p/6869245

augusto_goicoechea1
Contributor

Yes Ehsan, your list is better than my.

 

Hope soon improve the morpher. It´s basic for character animation, I don´t know what happens! Sometime I ask myself if in Autodesk there are people developing 3ds max. They should talk more with animators.

Ihno
Collaborator

Ability to also morph the uv's would be great!

how is Max Morph compared to similar Maya tools ?

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