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| initial head model |
Hello HypefroActive fans and welcome to another fantastic edition of Animations on HypefroActive. It's nice been here again especially when you get feedbacks from other africans doing good, "animation wise". I'm not allowed to share their works here and that's probably because i have not asked for their permission to do so but in all, it's good to see that we are growing in the CGI industry. Today's episode kicks off from where the last one left off. I'm on a new animation Project that i call the "dante" project and so far i am still in the modelling stages. Some days ago, i posted a facial appearance of a finished untextured head model of the character and right now i'm following up with creating the morph targets. Well i'm not much of a modeller and modelling does bore me alot but when an artist is creating this things to be animated, then you have to give it your all because precise facial expressions can contribute in making a difference in that animation. To this end i have learnt that it's not how many morphs you are able to create in a day that matters or will matter but how precise they look and how you use them.
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| corrected head model |
So how did i go about it? Since every other head model revolves or emanates from the main head model, i went after that. Already i'd modeled about six morphs or there about and that seemed a bit of a problem. And if i have to go through each one individually plus trying to see if the edge loops positions match, the end result would be disastrous to the world of animation and that alone is enough to discredit all your hard work especially, if the animation at the end is expected to be crappy, this one mistake could make it look even crappier.
Ok, i didn't do that, instead, i corrected the main head model first and positioned it in the zero(0,0,0) planes of my UI(user interface).
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| morph targets |
Then ALT + X the main model to put it in the backface cull mode and freeze it. To make life easier for you, go to it's object property mode and turn off the "show frozen in gray" botton.
Next freeze the main model. Now switch the UI (user interface) to wire frame mode.
Pick the vertices of the morph you want to edit and place them where it's original in the main model are. Aaaand you are done.
If placed correctly, movements on the edited vertices will not be noticeable and it would appear like they never left their position at all. Ok that's how i fixed that and now i am progressing to testing the morph targets to see if it's what i want and probably create more morphs if necessary. immediately after that, the body comes next, then i'll do some mild texturing, rigging and finally animating.
Also, in creating morph targets, you could go about it by taking pictures of your different facial expressions, looking for references online or using the mirror. It's fun when you use the mirror because it's somehow interactive and you get to make your own kind of crazy faces. Downside is if you are creating this morphs in the open such that people can see you then, they might probably think you are going nuts so you might consider an enclosure or secluding yourself somehow. And for the record, i use 3dsmax. A lot of you already knew that. Also, the technique i used above will apply only if you are correcting one model of same kind at a time. If you are re-modeling more than one model of same kind in 3dsmax, you could consider adding an "edit poly" from the list of modifiers into your already-in-place "editable poly" in the stack.
A little secret is that this "Dante" character is HypefroActive's mascot and you'll be seeing a lot of it often as simple casual characters, as action characters even as the ones in mortal kombat, justice league and marvel type characters. I did promise to do a fight scene last some time last year but didn't. I'm sorry about that but will see about that this year and soon. There are a lot of things that would be happening this year and action packed animation is one of them. We have to put Africa on the map, so stay with me.
Alright mates, that's all i have for today. Until i come your way again sometime next week, it's good bye, stay blessed and keep animating.






