Slider to Go From One Set of Morphs to Another?

I want to create a slider for a G8F character that, when zeroed, allows for a certain set of morphs to be applied, but when set to 100%, it applies several different morphs, but some of the same ones that were applied at 0%. I have a few characters that I did that with in the past, or at least something similar, but I can't for the life of me remember how I did it, and none of the tutorials I have saved seem to work quite right. Could someone point me in the right direction, please? 

Thanks!

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,990

    Do you have a master controller for each end state? It will be easier if you do, you can create one by putting the parameters pane in Edit mode via right-click, then right-click to Create New Property; name it, set its limits to 0 and 1. Set the rest of the morphs as required, set the new proeprty  to 100%, right-click>ERC Freeze. Repeat for the other shape. Now add a third new property, which will be your fader. Set the fader proeprty and the 100% shape to 100% and do ERC Freeze on the fader control. Finally, for the 0% shape, set it to 100%, then right-click>Show In Property Hierarchy. Expand its entry there to see Controllers>1st Stage and drag the fader from the Parameters pane so that a line of highlight colour appears under 1stStage, then drop it. Now set the Scalar to 100%. Dragging the fader should now fade one shape out and the other in - you can get rid of the effect by zeroing both the fader and the 0% shape sliders. You can save these as morph assets, but I would be wary of saving the 0% shape at 100% since you would then never get the base shape of the character.

  • crosswindcrosswind Posts: 6,994
    edited January 28

    May also use ERC [Keyed] in Property Hierarchy to define different formulas with different conditions...

    An alternative way: create a property of Enum type in which you may flexibly define combinations of different morphs.

    Post edited by crosswind on
  • Richard Haseltine said:

    Do you have a master controller for each end state? It will be easier if you do, you can create one by putting the parameters pane in Edit mode via right-click, then right-click to Create New Property; name it, set its limits to 0 and 1. Set the rest of the morphs as required, set the new proeprty  to 100%, right-click>ERC Freeze. Repeat for the other shape. Now add a third new property, which will be your fader. Set the fader proeprty and the 100% shape to 100% and do ERC Freeze on the fader control. Finally, for the 0% shape, set it to 100%, then right-click>Show In Property Hierarchy. Expand its entry there to see Controllers>1st Stage and drag the fader from the Parameters pane so that a line of highlight colour appears under 1stStage, then drop it. Now set the Scalar to 100%. Dragging the fader should now fade one shape out and the other in - you can get rid of the effect by zeroing both the fader and the 0% shape sliders. You can save these as morph assets, but I would be wary of saving the 0% shape at 100% since you would then never get the base shape of the character.

    I've tried to create a master controller for each, but I don't have much experience with that, and every time I do, it messes with the overall scale of my character. But, I think with a little more experimenting, I can probably get it right, as I've been able to do it in the past. Once I get that right, I'll give this a shot.

    Thanks!

     

  • crosswind said:

    May also use ERC [Keyed] in Property Hierarchy to define different formulas with different conditions...

    An alternative way: create a property of Enum type in which you may flexibly define combinations of different morphs.

    That's a little over my head, but it sounds like it could be useful for combining 3 versions of the same character, which is what I initially wanted to do. I just figured it would be easier to have a slider to go from version A to version B, then another slider to go from version B to version C. 

  • SnowSultanSnowSultan Posts: 3,596

    Maybe save your character as a Puppeteer dot? You can save a default figure and your character as different dots, and then basically "dial it" in by clicking between the two dots in Preview mode.

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