I have found the issue to be with the way i produced my morph
targets. I detached the head from the
body and made clones of the head to save on the lag and overall polycount when
creating the targets. Once completed I
re-attached the head and exported the morph targets into another max file.
This worked fine up until mocap was added and although nothing was
found similar to mine on the internet, I believe it is to do with the fact that
the skin and the morphers vertex counts are clashing and somehow casing the
distortion.
I am going to have to keep my chin up and completely redo the
moprh targets from scratch, this time using the entire mesh as a reference
instead of just the head.
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