Just a quick post to show something I’ve been working on for our next game, excuse the modelling side the artist is busy on another project so had to do it myself. A video can be found here:
So this is a quick test of my morphing system for Unity3D. It fully exports all the morphing info from 3DS Max to unity via an fbx file so no extra work is needed in Unity to set up the morph targets etc it just works, it fully supports any number of channels and progressive morph targets for complete control over the mesh animation and works with Skinned meshes as well. This little test scene also shows the full export of path controllers, position constraint controllers, automatic material and shader setup in max, full export of all light and camera data, scene settings, shadow params, animation clips etc, I will do a proper video showing all it can handle soon. This all happens via the fbx file exporter so no extra work is needed in Unity to position cameras lights and so on just a one click operation to get the complete max scene into Unity.
Nice work! In the video it looked like you only altered one param at a time, then set it back to zero before altering another param. Did I misread that? Can you set all the params to 50% or 100% at once?
Well it didnt take long as Iam converting code over from our own in house engine, hardest part was convincing fbx exporter and unity importer to play along.
You are free to set any morph to any value, it works exactly as it does in Max. The screeny above actually shows a bit of progressive bend and bulge, try the webplayer to see. Some of the results are odd but as I said they replicate what you see in max perfectly so put that down to my poor modelling
thanks, it works now. pretty nice demo, i’m gonna have to try this stuff out in my own projects soon
the ring move only works correctly if i don’t bend the object though.
Yeah that happens in Max as well, it’s down to my poor 3d ability and design in not being able to come up with a better set of morphs, but as menetioned above it works exactly as Max does so its down to the 3d artist who can make best use of morphs in max Anyone have any nice complex morph examples in Max they would like to share
Will probably add support for master point control based animation of meshes as well just to make it a complete set.
Just did a little update to the webplayer, has more morphs on the mesh to better show multiple morphs working together, also done support for Master Point Control animated meshes from Max as well, that’s the odd box in the middle.
I don’t see why not, but I don’t know how your implementation works so I just wanted to ask if this would work for things like facial animation and, more importantly to me, facial customization. There is another morph script on these forums with examples for customizing faces but it takes like a minute to load for each object group that has the script on it so I’ve been hoping for an implementation that loads faster.
Just did a test with a face, not the best 3d object in the world but beggars can’t be choosers, anyway a webplayer with the face below is Here There is no delay in this script any work is done at export time from max.
This is really exciting stuff. I’m working with a design firm right now where we’re planning on doing some morph target stuff and have to figure out how to do it via the example scripts found on this forum.