package with a unique name so you know what it is. If everything is correct, and you are finished click ‘ Save as New Package‘. Create your thumbnail image in any art program. If you want your preset to have a custom thumbnail in game. Select the age (and gender) you want to make morphs for, and load up the morph mesh - not the base mesh If the mesh has several parts, put one part in each box, starting with 0. This is a preview of my ‘ CAS Preset‘ page: Name your project - I tend to use the same name as the mesh name, plus the morph name - and hit the arrow button to generate an Instance. Morph Age is a Mac OS X application for warping and morphing images, such as faces, and saving the result as a still image or as a QuickTime movie. ![]() Choose ‘ Custom Sculpt‘ and in the drop down window select the sculpt you made in the previous step. Under the ‘ Sculpt‘ window, click ‘ Add Sculpt‘. Set the ‘ Age/Gender‘, ‘ Region‘, ‘ Archtype‘, ‘ Enable For‘ of your preset. ( Starting with your Creator Name.) I named mine: ‘ Ears_LowerLobePRESET‘ Navigate to the ‘ Add/Edit CAS Preset‘ tab, and click ‘ Add New CAS Preset‘. You will know it saved when the ‘ Sculpt Name‘ changes to your unique one. Once you are done and everything is correct, press ‘ Save Sculpt‘. Learn how to use Magic Morph using the tutorial included with. Since I changed the ears, I will change this to ‘ EARS‘.īelow is the preview of my sculpt for the ‘Lower Earlobe‘. Get to know this software better by playing with the sample morphs before creating your morphs. Last you need to change the ‘ Region‘ to the area of the body you edited. Since I am making this for females I will select ‘ Toddler-Elder‘ and ‘ Female‘. You will ‘ Import‘ your ‘ BGEO‘ file that you saved to your desktop. Under ‘ Unique Morph Name‘, give the file a unique name. ( Starting with your Creator Name.) Then navigate to the ‘ Add/Edit Sculpts‘ tab. At runtime, these differences may be added to the original mesh, with different weights, in order to animate parts of the mesh. A morph target stores displacements or differences for certain mesh attributes. Next go to the ‘ Create/Edit Sliders and/or Presets‘ tab. A Simple Morph Target Starting with version 2.0, glTF supports the definition of morph targets for meshes. Once everything is imported, click ‘ Create BGEO‘. Then under ‘ Unique Morph Name‘, give your BGEO a unique name. ( Starting with your Creator Name.) As pictured below. Under section 3 import your ‘ Base Mesh‘, ‘ Morphed Mesh‘. Now go back to the ‘ Create BGEO‘ tab in MorphMaker. Make sure that the following boxes are checked under ‘ Export OBJ‘: I will be naming mine ‘ YA_UV0_Ears_LowerLobe‘. NOTE: Save your file with a unique name, so that you know what it is. Once you have finished editing Lod 0-2, export your finished file as an OBJ. As this is the model you see with the camera zoomed all the way out. You do not need to do anything to ‘ TS4Head_lod3‘. You will repeat editing your mesh for each of the meshes in the ‘ Source‘ window. 79.99 Screenshots Morph Age is an application to create morphing and warping animations on macOS. You can only change the positions of the default vertices. ![]() You are only hiding them temporarily so you can work on each one individually.Ĭreate your shape! For this tutorial I will be lowering the Ear Lobe. It also tells you how to export your creations and make them work with your game. Image 18b: An intermediate state of the morph target animation.Note: Do NOT change the order of these meshes. My basic (much shorter) tutorial for making a head morph for your characters in Dragon Age Origins can be found here: My Basic Head Morph Tutorial That one covers the basic need-to-know and can get most people started. The weights that are provided by the animation sampler for this animation time are (0.25, 1.0), and they are used for computing the linear combination of the morph target displacements. The following is an example of the state that is computed at 1.25 seconds. At each point, the rendered state of the mesh primitive is updated accordingly. Throughout the animation, the weights are interpolated linearly, and applied to the morph target displacements. ![]() The following table shows the key frames of the animated weights: Time The asset additionally contains an animation that affects the weights for the morph targets. This means that the current state of the mesh primitive is computed by taking the initial mesh primitive geometry and adding a linear combination of the morph target displacements, where the weights are the factors for the linear combination. RenderedPrimitive.POSITION = primitive.POSITION +
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