Difference between revisions of "Morph Target Community Proposal"
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===What are they used for?=== | ===What are they used for?=== | ||
Most modern video games use morph targets for complex animations that would otherwise be hard to accomplish with skeletal animation, such as facial animation, and even things like character customization. The viewer its self actually uses morph targets to enable avatar customization as-is. | Most modern video games use morph targets for complex animations that would otherwise be hard to accomplish with skeletal animation, such as facial animation, and even things like character customization. The viewer its self actually uses morph targets to enable avatar customization as-is. | ||
A a small list of examples of what they could be used for in the context of Second Life include: | |||
* Complex facial animations on rigged meshes | |||
* Additional ways for a user to customize the appearance of their avatar | |||
* Animating the surface of a prim without the need to use a custom skeleton | |||
* Fine grained control for content creators over how their clothing deforms |
Revision as of 16:18, 19 July 2012
This page is to contain the overall community proposal for "Morph Targets".
Please do not add to this page without authorization from a co-chair or a co-chair's assistant from the Content Creation Improvement User Group first. Please discuss any relevant points in the discussion tab in the wiki.
What is a Morph Target?
A morph target, also known as a blend shape, or a shape key in some 3D applications, is a special kind of "vertex map" containing the positions of vertices in relation to their original position on a mesh. They are relatively easy to work with, only requiring the content creator to "sculpt" or otherwise move the vertices on their meshes to the positions they'd like for a morph target.
Most 3D applications support authoring morph targets, such as Luxology Modo, Autodesk 3ds Max, Autodesk Maya, and Blender. The Collada file format also supports morph targets.
What are they used for?
Most modern video games use morph targets for complex animations that would otherwise be hard to accomplish with skeletal animation, such as facial animation, and even things like character customization. The viewer its self actually uses morph targets to enable avatar customization as-is.
A a small list of examples of what they could be used for in the context of Second Life include:
- Complex facial animations on rigged meshes
- Additional ways for a user to customize the appearance of their avatar
- Animating the surface of a prim without the need to use a custom skeleton
- Fine grained control for content creators over how their clothing deforms