Hi,
Please could you include an option to compare blend morph actions to frame0 instead of the current frame - this is how Rudigers MorphDials script works, and the lack of this feature means his script isn't running at its full potential... also, as they currently stand, morph dials don't really work in practice for reasons I described elsewhere
I think Rudiger asked for this before but if we get more support it might be included. It will allow Morph Dials to work so much better...
If anyone is listening - please include this change in a future update!
Please support this people, even if you've no idea what I'm talking about
funksmaname wrote:Hi,
Please could you include an option to compare blend morph actions to frame0 instead of the current frame - this is how Rudigers MorphDials script works, and the lack of this feature means his script isn't running at its full potential... also, as they currently stand, morph dials don't really work in practice for reasons I described elsewhere
I think Rudiger asked for this before but if we get more support it might be included. It will allow Morph Dials to work so much better...
If anyone is listening - please include this change in a future update!
Please support this people, even if you've no idea what I'm talking about
sorry if I'm missing your point ... but as the first thing you do before you set up an action or pose you can always select and then "reset" the bones / points / switches that you want to be wrt frame zero... and just shift the ones without resetting that you're happy to have move wrt current frame...
sorry if I'm missing your point ... but as the first thing you do before you set up an action or pose you can always select and then "reset" the bones / points / switches that you want to be wrt frame zero... and just shift the ones without resetting that you're happy to have move wrt current frame...
ok - an hour or so in the sandbox later ... got it (I hope)! - if I tell AS to morph from eyes open to eyes blink then I want the blink where the eyes are now, not where they were before I moved them down?
Blend morph needs to be displaced from frame 0 not the current frame.
I can't be expected to make inverses of changes done on previous frames just so I can blend the current one.
I suppose I should post an example of why this is bad but GCHarb's link above shows part of the reason.
But its clearly simple to make right. Please do so for 8.0 point release.
This will make a big difference and is important (IMHO)
Blend Morphs is a crucial tool to make animation simpler...