'3D Studio MAX'

.
'Morph Facial Animation'
by
Merlyn Lear


2. On each of the reference copies an edit poly stack is added and the mesh is deformed into the right morph expression.

If you’re not happy with the shape of the morph add a new edit poly stack and delete the previous added stack. This will revert the morph into its original form.

Turning on & off the stack will help you see the changes you have made to the morph



A total of 11 morph targets will need to be created for the primary expressions. Note that the teeth have been included in the morph mesh.



Left / right eye close
For blinks and wide-awake expressions

Left / right smile
For smiles and sulk expressions

Jaw open
For Jaw movements

Jaw slide

For unsure facial expressions

Bottom lip drop
For Speech, grins

Top lip up
For sneering and speech

Kiss
For kiss expressions, speech and wide mouth.





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3. Once you have created the morphs you can generate a reference clone of the control model to generate a morpher model. This will be used to blend the facial expressions and used for rendering.

Add a morpher modifier to the morpher ‘render’ head and if needed add a skin modifier placed above it to match it to the characters body position.



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