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Creating Morphs

A morph object combines two or more objects by interpolating the vertices of the first object to match the vertex positions of another object. (This operation is similar to tweening in 2D animation.) Morphing is an animation technique.

The original object is known as the seed object. The object into which the seed object morphs is known as the target object.

You can morph one seed into multiple targets; the seed object's form changes successively to match target objects' forms as the animation plays.

Before you can create a morph, the seed and target objects must meet these conditions:

If these conditions don't apply, the Morph button is grayed out.

You can use any kind of object as a morph target, including an animated object or another morph object, as long as the target is a mesh that has an equal number of vertices to the seed object.

You create morphs in the Create command panel. The Geometry button must be active and you must choose Compound Objects from the object category dropdown list. The Morph button is enabled if the scene geometry allows you to create a morph.

How To

Creating a morph involves the following overall steps:

To set up the morph geometry:

Tip: When you create lofts that you want to use as morph seeds and targets, make sure that Morph capping is on and Adaptive Path Steps is off. All shapes in the loft object must have the same number of vertices, and each shape should have both Adaptive and Optimize set to off.

Other shape-based objects, such as those with Extrude or Lathe modifiers, should also have Adaptive and Optimize set to off.

To select a seed for the morph:

Warning: The selected object is permanently converted to a morph object as soon as you click Morph, whether or not you proceed to select a target object. The only way to restore the original object is to undo the Morph click.

To select the targets for a morph:

  1. Go to the Create command panel for Geometry and Compound Objects, and select the morph seed, as described above.
  2. Click Morph.
  3. The name of the seed object appears at the top of the Morph Targets list in the Current Targets rollout.

  4. In the Pick Targets rollout, choose the method for creating targets: Reference, Move, Copy, or Instance.
  5. The following topic explains the purpose of each method.

  6. Click Pick Target.
  7. Click to select one or more target objects in the viewports.
  8. As you select each target, its name is added to the Morph Targets list. If an object cannot be a target, for example, it has a different number of vertices than the morph seed, 3DS MAX doesn't let you select it.

    If you select a target object while you are not at frame 0, creating the target also creates a morph key. You can create additional morph keys from targets you've already selected, as the following steps describe.

To create morph keys from existing targets:

  1. Drag the Time Slider to the frame where you want to place the morph key.
  2. The Animate button does not have to be on to set morph keys.

  3. Highlight the name of a target object in the Morph Targets list.
  4. The Create Morph Key button is enabled when a target object name is selected.

  5. Click Create Morph Key.
  6. 3DS MAX places a morph key at the active frame.

    To preview the effect of the morph, you can drag the Time Slider back and forth. You can view and edit the morph keys in Track View, which also lets you view the morph's target object parameters.