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2021-04-09 at 1:30 am #40041mcolinpCustomer
I have a scene with multiple objects that make up a wall system. I have been able to create some parts that move up and down in 6 inch increments, using puzzles. I am having a difficult time trying to achieve something similar for a couple other pieces, using morph targets. These pieces that actually would change height, instead of moving up and down. The wall scene loads at 11′. Then it has arrows that can be clicked on to go down to 8′, in 6″ increments. So with shapekeys in blender; 0 = 11′, 1.0 = 8′.
if I divide 1.0 by 6, I get 0.166667 (Rounded). I have used this in the puzzle “set morph factor”. Unfortunately, there is not an ‘offset’ option like the the puzzle I am using to move a group of objects. *See image.
Is there a way to do an offset like option with morph targets?
I also am trying to understand how I could make limits on this setup, so it does not go taller than 11′, or less than 8′ in height.
Any help would be greatly appreciated.
Thank you.
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You must be logged in to view attached files.2021-04-09 at 6:04 am #40048Yuri KovelenovStaff2021-04-09 at 8:22 am #40051mcolinpCustomerThanks Yuri. Is there an example I can reference?
2021-04-09 at 11:51 pm #40069mcolinpCustomerI guess I am unsure how to use or create a variable that works with the shape key from blender, (morph factor in puzzles).
2021-04-10 at 8:07 am #40071Yuri KovelenovStaff2021-04-10 at 11:49 am #40085mcolinpCustomerYuri, I appreciate your response. What I am still struggling with, is how to set limits on the control object, except it isn’t dragged, (referring to the youtube example). It needs to move in 6in increments and only between 8ft to 11ft. I am uncertain how to set the Morph factor to specific increments between 0-1. Or should I create multiple Morph factors and always go to 1? This doesn’t seem like a valid solution, as I need 6 different stopping points, (7 including the base factor); and your engine only supports up to 5 shape keys/morph factors.
2021-04-10 at 12:07 pm #40087mcolinpCustomerHere is an updated screenshot of what I have tried based on what you have suggested.
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You must be logged in to view attached files.2021-04-10 at 12:17 pm #400892021-04-10 at 3:50 pm #40094mcolinpCustomerAnother thing I am struggling tom grasp, is Morph Targets. How are these defined? I never seem to have any Morph Targets . . .
2021-04-22 at 11:11 pm #40442mcolinpCustomerSo I have tried many times to get Morph Factor to work; and have never succeeded. I am desperate, and need help; as I will need to wrap this up for a presentation in a week or two. The app will need to accomplish 3 things:
1) all the pieces of the wall will be part of an exploded view animation; which only happens when the “Arrow Out” object is clicked.
2) No matter what state that animation is in (exploded or not), several the pieces of the wall need to move based on inputs from clicking on the ‘ARROW UP’ & ‘ARROW DOWN’ which are visible to the side of the wall. *This works.
3) The Panels that appear to be the exterior covers of the wall, (‘[FRT] APPLIQUE’ and ‘[BAK] APPLIQUE’); must change shape using a Morph Factor. They need to adjust to the changing height of the other parts, in the same 6 inch increments. Overall the arrows should never allow the wall to go beyond 11 feet tall, or below 8 feet tall. Also, the Morph Factor parts, also need to not skew or distort the UV texture maps when using the Morph Factor.
I am not entirely sure if all these things are possible. I would appreciate if someone could clarify if I am attempting anything that ultimately is not possible at this time. And if so, exactly which part.
I am providing a link to a simplified version of my file, so that you can hopefully see what may be causing the Morph Factor to not work properly.
Please see the zipped application file here:
https://app.box.com/s/970afen1psmkocgo7gx662s7axoicm93Thank you in advance.
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