Hi guys, I'm looking for a good tutorial regarding how to create a complex morph animation between a sequence of objects.
I think the way is use the shrinkwrap modifier, but the quality of morph hasn't a good geometry...
Does it exists?
Thank you for you help.
Kind Regards
Federico
These two tutorials give some helpful information, but you will probably have to do some manual adjustments to get good intermediate shapes.
Thank you, interesting tutorials, but the problem for me is that in my morph I generate new faces and edges (only the number of vertex is the same).
So the animation seems not calculate correctly the morphing.
Any ideas?
ffedericoviolin As far as I can understand, the vertices in both shapes need to be in locations not too far apart, in a similar relationship, so that the movements are smooth. That is why creating both shapes from a common base (just adjusting vertex positions) works well.
If you join a cube and a sphere which both have 488 vertices, the morph result is useless because the motion paths can't be calculated.
ffedericoviolin To be a little more clear: vertex #1 in the first mesh is paired with vertex #1 in the second mesh, #2 to #2, etc. They aren't paired by location in space, but by their order in the data blocks. The shape key just moves each vertex from one location to the other. If vertices/edges/faces are deleted and added back in a different order (even at the same locations), the morph will fail.
techworker1 Ok, yes, I confirm that the morph fail...
Is there a different tecnique?
For example is it possible to steer the morph of a soft body simulation? (I think it could be the best way for my project, reproduce an organic morph)
Or is it possibile to able "AnimAll" add on for generate progressive geometry?
Thanks for your help
ffedericoviolin It seems that AnimAll could work, if you could move all the vertices of one mesh to the different shapes. But regular shape keys would also work, with less control of the motion.
If you are starting with 2 separate meshes, I'm not sure how it can be done. Except that you could animate opacity changes with Cycles materials (fade from one to the other).
techworker1 This is my work, but I'm not satisfied, because I need a fusion of surfaces at the top... and a soft body appearance.
If I could morph a soft body I don't need a new geometry... Maybe also particles could help me... if they support keys...
I'm not so expert...
What do you think about it?
ffedericoviolin for some reason I can't see your video. I updated your blend file a bit, is this kind of what you're going for as far as the type of transformation?
https://drive.google.com/open?id=105QAGoz6DFrL0XTW_oXRgZWKT-N3oqeM
phoenix4690 and techworker1 thank you for your interesting.
Here there is my last test, I think I'm going good... ;) anyway I'm not satisfied: this is a cellular development animation, but it don't seems so much "organic"... :/
https://drive.google.com/open?id=1LuNMTxoe3ccxuWZIBfT3WDXXUDaYvA4N
Now I want to try with morphing a soft body... but will be all something new for me...
Any advice for me? :)
Have a good day!