hey guys,
I have a character rigged with a basic bone setup and a simple animation, The rig is attached to a low res proxy mesh, which is driving a high res sculpt mesh. The stack on the high res mesh looks like this;
-vRayDispMod
-Turbosmooth
-Skin Wrap
-Morpher
-Editable poly
Note at this point i’ve animated a simple motion for testing (the bone system is animated)
i’m having issues with getting the morphs to work. In this setup above, when i load in a morph target, nothing happens when i dial the target up and down.
If i put the morph Modifier above the skin wrap, the morph works when dialed, however it returns the mesh to the original T pose of the high res character mesh, essentially disregarding the animation.
Now i kind of get what’s going on, when i dial the morph up its returning the vertex order to the position of the skinned mesh prior to being animated.
So how do i get the morph targets to deform the high res mesh and hold vertex positions local to the vertices in the animated mesh?
If that makes any sense
Thanks in advance
EDIT:
Well i’ve one solution is to convert the skin wrap to a skin and just stick the morphs below it. But this isn’t idea, because i now have the rig driving the high res mesh.
Still looking for a solution.
Dave