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Author Topic: MMF vs MOR
antv
Newbie
Posts: 3
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Post MMF vs MOR
on: June 8, 2012, 18:27
Quote

2 questions:

1)what is the difference in using an MMF vs an MOR file?

2)So I've been looking at some of your video tutorials on importing animation done via morph targets from 3ds max, and at one point you mention exporting a morph-o-matic (MOM) file, but the exporter only exports MMF and MOR. what would be the workflow for getting an animated head out of max and into unity? would I use morph-o-matic + an MMF file, or use Morpher + an MOR file?

spookycat
Administrator
Posts: 148
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Post Re: MMF vs MOR
on: June 8, 2012, 18:38
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Arr original the MorphOMatic morphs were exported as mom files but DiOmatic askes if I could change that so it didnt get confused with their mom files for Max, the videos were done before the change so need to update those.

As for best way of getting an animated head out of Max it is really up to you and your workflow, if you use MorphOMatic then use the MMF files and the Mega Morph O Matic component otherwise if you dont want to buy MorphOMatic then jsut use the normal max morpher and mor files.

antv
Newbie
Posts: 3
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Post Re: MMF vs MOR
on: June 8, 2012, 18:50
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Thanks for the quick reply, we're still trying to figure out what mega-fiers likes, and what it doesn't like. I've been able to get my morph channels into unity, but not my animation... but i think that might be because the morphs in max are being driven by controllers, so the actual morpher modifier doesn't have any keyframes set.

spookycat
Administrator
Posts: 148
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Post Re: MMF vs MOR
on: June 8, 2012, 19:01
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Yeah currently the exporter supports bezier controllers, you should be able to convert whatever you have to those in Max. I do have an almost full set of Max controllers in Unity but havnt had time to massage them into the system yet.

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