We often use morph technique for facial expressions. When we animate morph targets if for example we have to move the mouth if teeth modeled separately we have to animate them individually which is a tedious and inaccurate job. The other example is eyelashes.
For solving this problem we can link this objects to the specific vertex of head object. Here is a way to doing this with a little script
First of all we have to fine the number of vertex that we want to like our object to.
This can be derived by this script:
The equal script for Editable Poly is:
We have to go to the vertex subobject level and select the specified vertex and then use this script in the Maxsript Listener (F11) to get the vertex number.
For example if our object name is "Obj2" the script must be:
Now we are going to use position script controller.
Select your object(the object that you want to link to the vertex) then go to the motion panel and from the assign controller rollout select position then click the assign control button , select position script from the list , script controller window appears.
First of all we must define the objects that we are going to use in the script we will do that by this script:
Keywords: Making of, tutorial, project, Blender ZBrush, character
Keywords: Maya, Rigging, Animation, Hands, Arms, Shoulder, Character
Keywords: character, head, bust, zbrush,
Keywords: ZBrush, FiberMesh, Face, Hair, Beard
Readers Comments (Newest on Top)
(ID: 186150, pid: 0) Webmenchu on Tue, 12 March 2013 3:13am HI!
i would like to ask you about a trouble i had, i used this script to create an animated character, but this needed to be duplicated so many times, the script got an error by to many objects with the same name, my cuestion here is how could i re-script this sentes to make automactly add plus one at name. F.ex. object_00 to object_01 when i merge another one.