MACE (Morph Animation Compiler & Editor)

Don Von Alpha Dom
by Don Von Alpha Dom · 4 posts
4 years ago in 3D Meshing
Posted 4 years ago · Author
Link to Tool: http://www.deliverancenow.info/IMVU/mor ... index.html

Requires Flash.

Tool By Deliverance

What is it?

This is a tool that allows you to create morph animations simply. Specifically, it allows you to:
(i) Take an XMF and add "morph targets" to it, and then save it as a new XMF.
(ii) Create XPF files to tell the client when and how to morph between the basic mesh and the morph target(s).


Whom is it for?

This tool is for people who already have the ability to create XMFs (i.e. meshers). Of the three applications currently used to make meshes, only 3ds max enables you to create morph animations. This tool adds to that capability by allowing you to compile animations from separate XMF files, instead of doing it all within the application. It is my hope that Blender and SU users will find the tool especially useful, though at the time of writing I believe that SU is not consistent in the order in which it outputs verts to the XMF file meaning that this tool cannot track what morphs into what.


What do you need in order to use it?

You need 2 or more mesh (XMF) files. The only difference between the mesh files should be the position of the verts. Nothing else. That’s what morph animation is moving verts from one position to another. Obviously, the number of verts must be the same in all the XMF files you use.

In practice, this means exporting the basic mesh as the first XMF file, and then moving the verts around and exporting a second version of the same mesh as another XMF file. This second XMF will be the morph target; i.e. the shape your basic mesh will morph into.


How does it work?

A morphing XMF file has the different shapes it can morph into embedded into it. This tool takes one XMF and embeds it, as a morph target, into another mesh. The tool also allows you to create an XPF animation file, which is a file that tells the client how to change between the basic mesh form and the different embedded shapes over time.


How do you use it?

Screenshot of the MACE tool:

Instructions for the impatient

Load your base XMF (1), then load your target XMF (4). Save the new XMF (7).
Click the first button in the "Draw" box (14), and save the XPF (18).
Derive from something in the previewer and load your new mesh file as you normally would. Go to the ‘Actions’ tab and click ‘Add’. Type something for the trigger, then where it says ‘Morph Animation’, browse to your XPF file. Apply changes. Try the ‘Play Action’ button – but be aware that the previewer is not animation-friendly and you may well have to upload your product to see the morph in the client.


Complete product description

1 Load XMF button. Loads the mesh file you wish to use as the basic shape.

2 XMF filename of the base mesh.

3 Morph target list. Selectable list of all the morph targets currently embedded into the XMF. Clicking on an item allows you to create and edit a morph animation for it.

4 Load target button. Allows you to load meshes as morph targets. As soon as you load the target it will be processed, so if the file is big and/or your computer is slow, please be patient and wait until processing has finished (the name of the morph target will appear in the morph name textbox (5)) before clicking other stuff =)

5 Morph name textbox. This shows the name of the morph target. Initially, it is based on the name of the file you loaded, but you can edit this textbox to use whatever name you wish – but you must keep all your target names unique.

6 Morph type menu. This allows you to establish the way the morph responds when it has more than one animation going on at the same time. For more information, see here. There is also a ‘delete’ option, which removes the target from the XMF.

7 Save XMF button. Allows you to save the XMF with embedded targets.

8 Vertical slider. Creates or adjusts the value of the keyframe (blue blob) at the position of the left marker (10). Values range between 0% and 100%, where 100% represents full transformation into the morph target shape.

9 Graph. Gives a visual representation of the morph animations.

10 Left marker. This marker can be moved by sliding the corresponding pointer on the horizontal slider (15). The left marker is used to select a keyframe (blue blob), mark the beginning of a Range (17), and establish parameters for the Draw controls (14). Note that the left marker is black, while the right marker (12) is blue.

11 Curve. The line describes the way the mesh morphs between the base shape and the targets shape(s) over time.

12 Right marker. This marker is blue. It marks the end of a Range (17) and establishes parameters for the Draw controls (14).

13 Curve controls. These controls allow you to set the sort of curve you would like to be drawn when using the Draw controls (14).
- Smooth. Sets how many keyframes you want.
- Ease. Allows you to set whether you want the transition to begin or end smoothly or abruptly.

14 Draw controls. These controls provide a quick way of creating animations, without editing each keyframe individually. Each of the six buttons has a picture on it to show what sort of line is draws between the left (grey) and right (blue) markers. In addition, the first two button draw the entire animation across all 90 frames, including the part before the left marker and after the right marker.

15 Horizontal slider. This has two pointers – one for the left marker and one for the right.

16 Delete controls. There four buttons allow you to delete aspects of your animations.
- Key. Deletes the keyframe selected by the left marker (10).
- Range. Deletes all keyframes between the left and right markers.
- Morph. Deletes the current morph animation.
- All. Deletes al morph animations.

17 Time controls. These controls affect the speed with which the XPF will play in the client. By default, animations created with this tool are 3 seconds long. The duration of the animation is given in the "Dur" box. IMVU expects 30 frames per second (fps), and this value is given in the FPS box. 3 seconds, at 30 fps requires 90 frames, which is the number of frames available.

One way to make the animation last something other than 3 seconds is to change the duration. If you do this, you will see the fps change, but remember that does not refer to the client it only refers to how the 90 frames in this tool are spread out.

In the time controls there is a button labeled "R" for range. If you click it the area between the left and right markers will be shaded blue. When the range is activated in this way, the Duration shown is that of the range (i.e. not the whole 90 frames), and if you save the XPF (18) only the range will be exported.

18 File controls. These allow you to load and save XPF files. If the range button (17) is activated only the range will be saved. On loading an XPF file that is shorter than 3 seconds, you are given the opportunity to spread it out across the 90 available frames.

19 Forum. Takes you to this post in the 3D forums. I will try to answer questions as and when I can, but I cannot guarantee it. Many many thanks to others who help out here!


To make your morph 'stick' - i.e. remain in place for ever, do the following:

i) In your XPF leave a few frames at the end where the animation is stable at 100% (or whatever value you want). Take note of the first and last of those frames (say 30 and 90).
ii) In the previewer, in the 'Morph Animation' section, look for 'Frame controls'. In the box marked '# loops' type 0 (which means infinite loops). In the 'Loop start' and 'end' boxes type in the numbers of the first and last frames of the stable part of the animation (in this example, start the loop and 30, end the loop at 90, and repeat for ever).

Good luck!

Backup Copy / Download:
mace.swf
Posted 3 years ago
This is dope as shitttt bro
Posted 3 years ago
thank u this is dope man o;

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