Votes
0
Product:
iClone 7
Version:
7.83
Status:
Active
Issue 7676
Morphing only head from CC3 creates invalid morph
Morphing two iAvatar that were compatible in CC3 gives unexpected results in Morph Creator. The morph obtained in Morph Creator basically doesn't match what's displayed in CC3, even though both morph comes from the same meshes.

Attached, you will find the files:
* `base.jpg` -> Base avatar used for morphing, basically the original mesh
* `expected.jpg` -> Morph target created in CC3 deriving from the base mesh. This is the expected result
* `morphed.jpg` -> Morph result obtained in Morph Creator

I also tried with another head (CC3_Base_Male), and it also gives different results.

Reproduction Steps:
---

In CC3:

* Load the neutral base
* Export base as iAvatar
* Only morph the head of the base to CC3+_Neutral_Male for instance
* Export morph as iAvatar

In iClone:

* Load the base iAvatar
* Open Morph Creator
* Add the morph from the head iAvatar
OS: Windows 10
Attachment:
  • base.jpg
  • expected.jpg
  • morphed.jpg
  • morphed_cc3_base_male.jpg
  •  2
  •  621
Submitted byshikha.chaganti
1
COMMENTS (2)
shikha.chaganti
Thanks for the answer. So the only way around is actually to bake the morph and then morph in a 3rd party software? Then the morphing will simply be based on vertex positions and not Bone Scale
Feedback Tracker Admin
Hello,

Some morph sliders in CC contain mesh deformation and bone value (RTS)
iClone animation core is based on HIK, and HIK does not support Bone Scale Animation.
When this iAvatar with bone scale value is used as a morph target in Morph Creator, you will get the unexpected result as you mentioned, please refer to this online manual > Limitation note.
https://manual.reallusion.com/iClone_7/ENU/Content/iClone_7/Pro_7.4/08_Animation/Morph_Animation/Creating_Morph_Sliders.htm
1