cryTools: MorphTools: Generating Head LODs with Morph Targets

In this tutorial I will show you how to transfer your morphs from LOD0 to LOD1, LOD2 etc.

Here is my max scene the red head is LOD1 and the black one LOD0. The orange heads are the morphtargets for LOD0.

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First step, create your LODs

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For LOD creation you must do all your changes with an editable poly modifier.

It is also good, if you are put a morpher under your editable poly modifier to test your LOD directly with your morphtargets.

You are also able to fix UVs by adding a unwrap modifier to your LOD.

Your setup for LOD 1 should look like this:

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Unwrap UVw: for fixing UVs on LOD1

 

Edit Poly: LOD1

 

Morpher: Morph modifier to test how your morphs are working with your LOD1- contains all the LOD0 morphs

 

Editable Poly: LOD0

Note: When you are working on the edit poly modifier check your mesh for unwanted gaps.

If your LOD1 is done open the cryMorphTools and go to the “Facial Tools”.

Select your LOD1 and click “Load Morphs From Selected”.

The tool will load all morphs which are added to the morph modifier and display you how many morphs are stored.

When you type in a layer name, all generated morphs will be moved into this layer. In my example I use Morphs_LOD1.

Normally your generated meshes are moved next to your source object. To keep your maxscene tidy you can add dummies to your scene. Name the dummies, Dummy_+the name of the morph. At example: “Dummy_Lip_funneler”.

Now activate “Organize” and generated Morphs will be automatically aligned to the dummies.

After this press Bake Morphs.

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Here you can see the result. On the left the original LOD0 morph and on the right the baked LOD1.

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