Greetings,
I'm using Lightwave and I have a character with multiple facial morph maps. I'm animating a short and simple lip sync sequence that I want to replicate within Blitz3D. Now I know this is possible to do (well at least I think it is!) I was just wondering what the best way to go about exporting the animation from Lightwave to Blitz3D would be?
I'm guessing since I already have the head as a separate object I will have to export each facial morph as a separate head object (there will be about 10 morphs in total). Then I will have to export the motions of each morph into a text file and parse it within Blitz.
Lightwave's .LWO file format stores each morph within the base model itself, the main advantage of this is that the information stored for each morph is minimised to the morphed vertices only. In other words if I have an "eyes blink" morph where i've only moved around 20 vertices, the .LWO file stores only the information for those 20 vertices.
If I export a separate head model for each morph then the morph information must by default encompass every vertice in the entire head. Since I have about 10 morphs this would be a very inefficient way to achieve facial animation. Maybe the .B3D file format can be update to include morph maps that work in a similar way to Lightwave's .LWO format? Just a thought :-)
Has anyone created facial morph animation within Blitz3D? If so how did you achieve this?
Cheers!
I'm using Lightwave and I have a character with multiple facial morph maps. I'm animating a short and simple lip sync sequence that I want to replicate within Blitz3D. Now I know this is possible to do (well at least I think it is!) I was just wondering what the best way to go about exporting the animation from Lightwave to Blitz3D would be?
I'm guessing since I already have the head as a separate object I will have to export each facial morph as a separate head object (there will be about 10 morphs in total). Then I will have to export the motions of each morph into a text file and parse it within Blitz.
Lightwave's .LWO file format stores each morph within the base model itself, the main advantage of this is that the information stored for each morph is minimised to the morphed vertices only. In other words if I have an "eyes blink" morph where i've only moved around 20 vertices, the .LWO file stores only the information for those 20 vertices.
If I export a separate head model for each morph then the morph information must by default encompass every vertice in the entire head. Since I have about 10 morphs this would be a very inefficient way to achieve facial animation. Maybe the .B3D file format can be update to include morph maps that work in a similar way to Lightwave's .LWO format? Just a thought :-)
Has anyone created facial morph animation within Blitz3D? If so how did you achieve this?
Cheers!