Creating Morpher Targets for Facial Animation in 3DS Max

This tutorial we are going to show you how to create a series of morpher targets used in facial animation like speaking and emotions.

http://tutorials.render-test.com/morphers.html

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51 Comments

  1. OrangeAnimation 06/07/2014
    Rispondi

    nice vid

  2. OrangeAnimation 01/10/2014
    Rispondi

    Hi Dude thanks for you top tutorials where can I find the download files for this tutorial?
    ty

  3. OrangeAnimation 16/12/2014
    Rispondi

    thank you so much really you help me 

  4. OrangeAnimation 27/12/2014
    Rispondi

    Great video. But I'd like to have different morph targets acting in my timeline without them getting mixed up and cluttered.
    Is there a way to isolate the morph target's values for specific key frames?
    For example, I want one target to act from frames 10-20, and another target from 30-50, and another from 70-100.  But as of now, they all start acting from the initial key frame in the time slider.
    Any info will b appreciated. Thnx

    • OrangeAnimation 30/01/2015
      Rispondi

      What you will need to do is make sure you have keyframes that are the same as the 1st frame at the beginning of the section of time you want to animate from.  

      So for example, lets say I want my character to blink on frame 20 and I have an empty timeline.  If you go to frame 20 and set your blendshape that control blinking to 100, the eyes will be closed on from 20.  What you will notice, like you described, is that the eyes will slowly close over those 20 frames as opposed to snapping shut on that frame.  This is because your software will be interpolating animation between that key on frame 20 and your previous key, which will be on frame 0.  To fix this, you need to set a key for when you want the last frame of the characters eyes to be fully open and make sure your blend is set to 0.  In the example I have given you, I would set a key at , for example, frame 18 and set the blink to 0 there as well.  This means that the blend will stay at 0 from 0-18, and then will go from no blink to full blink 18-20.  You would do the same on the other side, setting the eyes to open 2 frames later.

      In your example, you will need to make sure that all keys are set to 0 at the beginning of the range you want the morph to take place.  Your blink might be over 18-22, and then you have a smile at 30-40, so you will need to set your smile blend to be 0 at frame 30, to ensure it stays at value 0 throughout your blink.

      Hope this helps.

  5. OrangeAnimation 15/01/2015
    Rispondi

    This looks like 1 of the basics of animatiom in 3ds max but It just won't work for me, I made an object, made a copy and did everything like the video!
    Is there something I need to know With a morpher and unwrap UVW???

  6. OrangeAnimation 26/02/2015
    Rispondi

    Great tutorial !

  7. OrangeAnimation 01/03/2015
    Rispondi

    Good video; one question would the soft selection setting help in moving the verts around in a more organic way?

  8. OrangeAnimation 02/04/2015
    Rispondi

    gems!! Thank uu so much .. 

  9. OrangeAnimation 01/05/2015
    Rispondi

    This tutorial is pretty dank

  10. OrangeAnimation 08/05/2015
    Rispondi

    im trying to animate my character in ue4, its all rigged and boned, is it still possible?

  11. OrangeAnimation 03/06/2015
    Rispondi

    Hi!, Nice tutorial!, .
    You have the character's body in another editable poly? or you just hide the polygons.

    • OrangeAnimation 03/06/2015
      Rispondi

      +Mauricio Alzate CodReal In the demonstration video I am only using the head, but after morphers are applied to the head you can add another edit poly modifier to it and sew it right onto the body. Makes the morpher targets not have to include all the polygons from a body for each target! =)

    • OrangeAnimation 04/06/2015
      Rispondi

      +Clint DiClementi 🙂 Thanks!

    • OrangeAnimation 02/07/2015
      Rispondi

      +Clint DiClementi how do i sew it right into the body? did i just attach it? or target weld?

    • OrangeAnimation 02/07/2015
      Rispondi

      You will need to add another Edit Poly Modifier to the head in order to keep your morpher modifier. Then just use Attach, and weld the Verts as you please. =)  The extra edit poly will be on the top of the stack so it will be read by the program last. Allowing us to make further changes but keep the modifiers underneath still functional.

  12. OrangeAnimation 22/08/2015
    Rispondi

    dude, you talk too much

  13. OrangeAnimation 23/09/2015
    Rispondi

    Hello, Mr. DiClementi! Thank you for your tutorials. Question, my channels are blue instead of green. I have created the key frames and am able to play the lip sync in 3ds Max 2015. Why is the lip sync not rendering? Is it because the channels are blue? If that is the case, what steps do I need to take to get them to change to green and will that mean I need to delete the current key frames and create new ones? I am confused on why my channels are blue and how to fix the issue to get the lip sync to render.

    • OrangeAnimation 23/09/2015
      Rispondi

      +kat sheffield Blue Morpher target channels means that the original targets have been deleted rather than hidden. The morpher modifier still stores the information from the extra modeled heads, and shouldn't have any effect on the final outcome however. The blue is just a warning that you can't go back in and reload the morpher target as it no longer exists. If you can see the animation in the viewport, you should be able to see it in the render even with blue channels. So as to why it won't render, that is a problem that I am afraid I can't help with unless I see the file and can do some troubleshooting to figure that out.

  14. OrangeAnimation 30/12/2015
    Rispondi

    How to animate facial animation with body animation using kinect or asus xtion pro like mocap please help

  15. OrangeAnimation 07/01/2016
    Rispondi

    better resolution would be good can barley se what you selecting on the screen

  16. OrangeAnimation 17/01/2016
    Rispondi

    Heya still at it.. back referencing your vids & others.. I have a lot of heads now, with my morpher mods on the 1 main head, and a short lip-synced facial animation.. now I'm curious what I do about the body – am I supposed to weld the vertices to the neck? Or attach it as an element? I've tried working with bipeds, bones & skin modifiers a bit but, am not clear how to bring it all together.. Hope you or another viewer can point me in the right direction.. Thanks in advance & for making these valuable tutorials. 🙂

    • OrangeAnimation 17/01/2016
      Rispondi

      +Jenni Nexus You will need to add another Edit Poly Modifier to the head in order to keep your morpher modifier. Then just use Attach, and weld the Verts as you please. =)  The extra edit poly will be on the top of the stack so it will be read by the program last. Allowing us to make further changes but keep the modifiers underneath still functional.

    • OrangeAnimation 18/01/2016
      Rispondi

      +Clint DiClementi
      OK – awesome – thanks so much!  I'm on it 😀

  17. OrangeAnimation 19/01/2016
    Rispondi

    Hey Clint, Your Tutorial helped me a lot, thanks!

    However, I would like to export the animation to unity.
    now, most forums explain things rather complicated and thus i'm unsure what to do.

    Can you either explain or make another tutorial on how to export the morpher_object/blendshape into unity?

  18. OrangeAnimation 26/01/2016
    Rispondi

    Thank you, I was doing everything wrong !

  19. OrangeAnimation 30/01/2016
    Rispondi

    hi can you tell me how to achive that type of shaders in skin? Is it a ramp shader ? Any tutorials on textering these types of skin ?

  20. OrangeAnimation 03/02/2016
    Rispondi

    Just watched this video. Thank you so my much. I'm just beginning to try animation with head and this helped a whole lot.

  21. OrangeAnimation 13/03/2016
    Rispondi

    Exelente trabajo amigo , felicitaciones y sigue adelante con los tutoriales por favor, no dejes de mostrar tu hermoso talento, un abrazo y saludos desde Guatemala.

  22. OrangeAnimation 16/03/2016
    Rispondi

    This was a very helpful tutorial 😀 Thank you and good job! I plan on learning more from you in the future!

  23. OrangeAnimation 17/03/2016
    Rispondi

    Thanks for sharing the tutorial!

  24. OrangeAnimation 13/04/2016
    Rispondi

    Does anyone know why my mesh is moving to the the left when I move the spinners?

    • OrangeAnimation 06/03/2017
      Rispondi

      I've heard of this. They say the copy must be made in object mode (ie: no sub-selections) and I think it was mentioned that it must be an independent object (not an attached sub-object)

    • OrangeAnimation 06/03/2017
      Rispondi

      AlienScribble Thanks for the response.

  25. OrangeAnimation 15/04/2016
    Rispondi

    I had a morph working, until I put a Skin on the model, then it stopped working. Is there anything I can do to get around this?

  26. OrangeAnimation 19/05/2016
    Rispondi

    First of all, thank you very much for your tutorial. Then, I have a question, I have to do a good job in the left eye closed, how to quickly make the right eyes?

  27. OrangeAnimation 17/06/2016
    Rispondi

    Thank you very much!! This is exactly what I was looking for ! Great tutorial!

  28. OrangeAnimation 20/06/2016
    Rispondi

    is it a problem to use a full body and then morph the head ? because i did all the steps that you did, it didn't worked, i might doing something wrong and don't really know what is.

    • OrangeAnimation 20/06/2016
      Rispondi

      and i only can pick the other object edited disabling the turbo smooth on the original object. And even after doing that, when i change the numbers to see if the animation works, it doesn't do anything

  29. OrangeAnimation 21/06/2016
    Rispondi

    Hi, thanks for the tutorial. What do you do after you have reached the limit of 100 morph slots?

  30. OrangeAnimation 29/09/2016
    Rispondi

    Thank you SO much!! I'm doing this right now for my class and WOW!! Yes!! 🙂 Thanks for having the elf to test with, a TRUE tutorial 🙂 Bravo!! 🙂

  31. OrangeAnimation 21/10/2016
    Rispondi

    THANK YOU VERY MUCH

  32. OrangeAnimation 22/12/2016
    Rispondi

    good

  33. OrangeAnimation 02/01/2017
    Rispondi

    …Very awesome solution when one is in a time crunch. Also works with the biped modifier, by the way 🙂 …Now I don't have to do CAT bones and stuff, very time intensive crap.

  34. OrangeAnimation 17/01/2017
    Rispondi

    Thanks! 😀

  35. OrangeAnimation 19/01/2017
    Rispondi

    What if my character's head is already skinned to the skeleton and attached to the head?

  36. OrangeAnimation 04/02/2017
    Rispondi

    Your tutorial is helping. Thank you

  37. OrangeAnimation 10/04/2017
    Rispondi

    You explain so clearly and slowly, you saved me here. Thank you so much <3

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