Turbosmooth and morpher mess up

 
 
 
Posted by:Naser
Data created:12 December 2021

Hi

I made a character and i made eyelashes to him by Ornatrix. i created eyelids morpher for blinking animation. i will rig whole body then but now i just want to animate blinking. i used skin wrap to my eyelashes object just before "ox guides from surface" and afer "editable poly" and works well. eyelashes got messing up when i add a turbosmooth to my main character object.

how should i add turbosmooth to my character without messing up? i cant collapse turbosmooth becuz i will rig character.

I'm using 3ds max 2019

my chracter modifier stack:

-turbosmooth

-morpher

-editable poly

Hi,

If you add Turbosmooth, you are changing the topology of the distribution mesh, and your guides depend on that tooplogy, so the guides need to be recomputed, messing up your hair. This means that changing the topology of the mesh after adding the hair will mess up the hair. 

Now, I'm not sure how you setup your hair, but I recommend adding the hairs to a separate scalp mesh that you can then skin wrap to the main character or include it in the rig. This way you can change the main character topology as much as you want but keeping the hair intact because its on a separate mesh. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you for replied me.

also i created hair object on separate scalp mesh but i don't know what cause this problem. (i uploaded my modifier stack screenshot)

i tested an idea that came to my mind and it worked but i think when i will rig the character cause problems. I'm writting here for those have same problem.

i cloned the main character mesh and skin wrapped eyelashes to that mesh and hide cloned mesh and added turbosmooth to my main mesh. when i want to animate eyelashes i use the morpher of cloned mesh for eyelashes animation and then use main character morpher (turbosmooth).

sorry for my bad english.


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