8
806 Chapter 8: Modifiers
Local Proper ties rollout
This rollout contains functions for creating and
editing individual morphs. The settings, such as
Morph Name and Influence Angle, are specific to
each mor ph.
Cr e ate Morp h —Sets a morph at the c urrent frame
for the highlighted bone. Also sets the “pose” for
this morph, using the bone’s current orientation,
and sets the bone to 100%, as shown in the list
window hierarchical view. When you edit the
morph,theskinnedobjectreturnstoandstaysat
this orientation.
When you create a morph, the modifier displays,
in orange, al l vertices that are part of the current
pose (that is, they’re offset from the initial pose).
Also, the modifier creates a default name for the
morph and adds it as a child to the highlighted
bone in the list window.
Tip: By default, the Show Edges switch is on,
which might make it difficult to see the vertices
themselves. To see only the vertices, turn off
Options rollout > Show Edges.
Tip: To help keep track of morphs, use the Local
Propert ies rollout to rename each mor ph as you
create it.
Delete Mor ph—Deletes the highlighted morph,
removing it from its parent bone in the list window.
Available only when a morph is highlighted.
Edit—Lets you shape the c urrent morph by
transforming vertices. To exit Edit mode, click the
Edit button again.
TransformingavertexinEditmodecreatesa
morph target. Each t ransformed vertex moves
into the morph target position (or orientation or
scale) as the morph value increases to 100.0, and
then out of it as the morph value decreases, based
on the angle of the bone driving the morph.
Transforming a vertex in Edit mode also changes
itscolorfromorangetoyellow.Thisletsyoueasily
seewhichverticesarepartofthecurrentmorph.
Choosing Edit places the skinned object at the
100% “pose” orientation for this morph (see
Create Morph, above). It also activates the Points
sub-object level so you can transform vertices
using the standard 3ds Max transform tools.
Cle ar Verts—Keeps selected vertices in the morph,
but resets t heir deltas (changes from the initial
pose) to 0.
Reset Orient(ation)—Sets the morph orientation to
current orientation of the bone that controls the
morph.
Thisletsyouchangetheangleatwhichthemorph
has its greatest effect. For example, if you create a
bulging bicep at f rame 120, and later decide that