morph
Posted: 01 August 2022 09:13 AM   [ Ignore ]  
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I have a model, baby and another one, an adult.
Both are made from the same mesh in ZBrush, so they have same number of points.
I want to morph baby to the adult.
If necessary (I suspect it will be), I can get interim frames from ZBrush and add mid points to the morph.
What is my best option to do this in C4d? In summary to morph a complex object to another one with same number of points?
Also out of curiosity, if they had been totally different meshes with the point numbers and positions not matching, would it work?
Thank you

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Posted: 01 August 2022 09:53 AM   [ Ignore ]   [ # 1 ]  
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Hi ortakcio

You are looking for something like that.
https://youtu.be/7dGAQNjVmDk?t=1332

ID and position need to match. Morphing is moving a point from A to B straight or curvedly. Points have an ID number and a Position. If that is not given, you can morph between equal numbered points, but they will move perhaps very chaotically. If point #12 is placed on a foot and #12 of the target is on the ear, then the point would move from the foot to the ear.

With images, like morphing from one face to another, the main elements (features: eyes, nose, mouth, etc.) will be moved toward the other, while a slow blend between the two images is done.) If the features’ movement and the blending are well matched, the illusion is given that a face morphs into another. For 3D, that would mean to use an FFD - or Camera Deformer, and start with the original shape of object A and deform it over time towards Shape B. Shape B is on end non-deformed but is highly deformed earlier on to match A. You render both separately and find a way to blend them in Post. Often that is done with a border going up or done, perhaps with some distraction (particles) to cover up the trick.

The volume Builder can do those things quickly, but the textures are not supported; that could be done with a projection to fill the middle part of option #2 (above).

Another way to work with #2 is editing (Film-Cut). Here the camera moves in the same way (match cut) for both and is cut, so if it feels like jumping a little bit to progress the action, you get a classic morph as done in movies back in time. It depends on what you like to express.
Don’t get caught up in technical limitations. Find a way that the audience is buying it; that is, after all, the target, right?
Animators often underestimate the power of editing (as well as Montage).

All the best

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Posted: 02 August 2022 06:45 AM   [ Ignore ]   [ # 2 ]  
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thank you
will try all

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Posted: 02 August 2022 09:03 AM   [ Ignore ]   [ # 3 ]  
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You’re very welcome, ortakcio.

Let me know if you have any questions. I’m happy to look into it.

Cheers

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Posted: 03 August 2022 01:50 PM   [ Ignore ]   [ # 4 ]  
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Hi, It worked beautifully with posemorph tag.
However I got greedy smile and added walking motion with mixamo, but posemorph doesn’t work with animated characters. Any ideas?
I can send you the file if it helps.
Thank you

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Posted: 03 August 2022 02:50 PM   [ Ignore ]   [ # 5 ]  
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Hi ortakcio,

Skin deformer and PoseMorph are a classic combination, no idea why it is not working for you.

I sent an upload link a while ago. Did you receive the Cineversity private message?

Cheers

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Posted: 04 August 2022 04:10 AM   [ Ignore ]   [ # 6 ]  
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Thank you, I uploaded a simplified version of my project.

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Posted: 04 August 2022 10:07 AM   [ Ignore ]   [ # 7 ]  
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Thanks for the file, ortakcio.

Here is an example based on your file.
https://www.dropbox.com/s/qypzpo532hfs36y/CV3_S26_drs_22_CAmb_01.c4d.zip?dl=0

Some basic concepts need to be followed here.
The first one is that a Joints moves points (via Weight and Skin object). When the joint moves, the points follow.
If these points are moved far away via PoseMorph, while the axis of the joints will rotate the points from the same axis position as before, the results might not be appreciated.

Like the Babies Finger where far away from the Man figure, the position is undoubtedly crucial; to have even the figures all over the place is not helping.
Example
https://www.dropbox.com/s/1xwt0gblkpvk1kl/CV3_S26_drs_22_CAja_01.c4d.zip?dl=0
Press play and move the Pose Slider in the editor view (HUD)

I colored a joint and a rough area of influence red to showcase the different scale-based results. This explains the change of size and how parts of the objects are moved if the joints don’t match the Object.
Example
https://www.dropbox.com/s/e8w5yeb5rr7ho3e/CV3_S26_drs_22_CAja_02.c4d.zip?dl=0

Another way is to set the Skin to Object and have the Mesh’ Object Axis on the flow/feet. Now you can quickly scale.
https://help.maxon.net/c4d/s26/en-us/Default.htm#html/OCASKIN-ID_OBJECTPROPERTIES.html#ID_CA_SKIN_OBJECT_COORD
Example
https://www.dropbox.com/s/5lre9gefr6ld42z/CV3_S26_drs_22_CAja_03.c4d.zip?dl=0

My best wishes for your project

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Posted: 04 August 2022 02:45 PM   [ Ignore ]   [ # 8 ]  
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Hi ortakcio,

After all the details, here is a working file, but it needs one more element than the other options while being much simpler to create!

Example:
https://www.dropbox.com/s/k7c8ewyqo2mznn8/CV3_S26_drs_22_CAja_11.c4d.zip?dl=0

The idea is not (!) to morph a Skin Deformer-based mesh; instead, have the two Actors (Baby and Man) as PoseMorph (while imported answer with YES)

Now the points are only transferred, which solves many things.

I hope you like the simplicity of it. (Note that I have placed the mesh’s Axis to the floor, so the Baby is not hovering after morphing.)


All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 05 August 2022 04:02 AM   [ Ignore ]   [ # 9 ]  
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Based on the info you sent, I was trying to match the joints to the model while it is morphed (morphing the character seperately at the sametime), it kind of worked but your solution is brilliant, this opened new horizons to me.
Thank you for sharing all this amazing knowledge.
One question, I didn’t understand this from your last message;(while imported answer with YES), imported what to where? In anycase I replicated your solution and it is working well.

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Posted: 05 August 2022 09:04 AM   [ Ignore ]   [ # 10 ]  
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Thanks a lot for the kind feedback, ortakcio.

Yes, that was fun to create; you did a great job finding two meshes allowing for that to work.

The YES, (No) is based on the PoseMorph alert you get dragging an object into the list, which is an important decision.

It is described under the MIXING entry.

https://help.maxon.net/c4d/s26/en-us/Default.htm#html/TCAPOSEMORPH-ID_TAGPROPERTIES.html?TocPath=Object Manager|Tags Menu|Various Tags|Pose Morph|_____2

All the best

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