Enhances the Morpher modifier UI - along with some additional features. Good tool for character animators.
When you select an object with a morpher modifier (with multiple animated channels) -
by default - keyframes of all the animated morph channels appear cluttered and
mixed up in the timeslider. Ver 2.0 of my script allows the user to selectively
choose which morph-channel keyframes need to be seen in the timeslider.
Makes editing - deletion - etc of morph keys much faster. You can choose single
or multiple channels for editing.
Kind of like Maya's blend shape ;-)
Version 2.0 New Features:
When you work with the default morpher modifier (with multiple animated channels) - by default - keyframes of all the animated morph channels appear cluttered and mixed up in the timeslider below.
Ver 2.0 of my script allows the user to selectively choose which morph-channel keyframes need to be seen in the timeslider. Makes editing - deletion - etc of morph keys much faster. You can choose single or multiple channels for editing.
Ver 2.0 Usage:
In version 2.0 - Iâ€™ve added a button which asks the user to pick the head bone. Though this step is not essential - it has the following importance:
To display individual morph channel keyframes - my script creates a helper object corresponding to each morph channel. Then I store animation data of each channel on its corresponding helper.
When the user needs to display the keyframes of a particular channel - the script simply selects the corresponding helper object - and hence you are able to manipulate the keys of each channel separately.
These helper objects are by default created at the origin [0 -0 -0]. This zero-positioning of the helpers may cause a problem to the animator - when he arc-rotates the view in sub-object or selection mode. The selected object being at the origin - arc-rotate would pivot at the origin - instead of the characterâ€™s head - which is what the animator probably would need.
To overcome this problem - I have added a button which allows the user to pick the head bone - and the script aligns and links the helpers to this bone. So - if the head bone is picked - arc-rotate in sub-object or selection mode would pivot on the head boneâ€™s pivot - and the script will be more user friendly.
#...... A larger floating interface than the default morpher UI.... This gives you a larger work area - which helps especially when you have a large number of targets. More space provided to the names of the morph targets - so u can have long - descriptive names for each target and also get to see them while working - unlike the default interface.
#...... The script divides the available targets into 4 main groups : phonemes - mouth expressions - eyes and eyebrows Hence - you can concentrate only on animating lipsync first using phenomes - then expressions - then eyes - etc. Additionally you can use some group controls provided by the script.
#...... Set Key button for each individual morph target channel.
#...... Set Key button for a group of morph target channels (eg. All phonemes or all eyes or all eyebrows)
#...... Delete All group keyframes Button (eg ... If the supervisor says the lipsync is good - but the blinks are all wrong)
#...... Controls to reset individual or group values to Zero