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Author Topic: Morph evaluation order
kahalany
Newbie
Posts: 1
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Post Morph evaluation order
on: June 19, 2012, 21:11
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Hi, I've been trying to use MegaFiers with corrective morphs for my characters. However, it seems that the morph evaluation takes place AFTER Unity's bones deformation and so, when applied, it deforms the mesh incorrectly and distorted (as it doesn't take into account the bones deformation). Is there a way to fix this?

If there is no way of getting MegaFiers morph evaluated before Unity's bones deformation I suggest implementing some sort of "reverse deformation" function in the morph system (similar to the one in Daz3D Studio) so it takes into account the previous changes from the mesh base form.

In the meantime, any workaround would be welcome.

Thanks,

Royie

spookycat
Administrator
Posts: 148
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Post Re: Morph evaluation order
on: June 19, 2012, 21:26
Quote

Hi There
The morph deformations happen to the pose mesh so should happen before any bone transformation, Unity provides no direct access to the vertices after the bone transform have been applied so there is no easy way to do a reverse deformation other than calculate the position by redoing all the skin and bone calculations. But as I said I am pretty sure that the morph data does actual happen before Unity renders the mesh and hence calculates the bone transformed position of the vertex.
Chris

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