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000439_owner-lightwave-l _Tue Oct 25 19:03:42 1994.msg
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id 0SV9V00V Tue, 25 Oct 94 20:32:53
From: alan.chan@oubbs.telecom.uoknor.edu
Message-ID: <9410252032.0SV9V00@oubbs.telecom.uoknor.edu>
Date: Tue, 25 Oct 94 20:32:53
Subject: RE: MORPHING
To: lightwave-l@netcom.com
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> relationship between these two. My 2d morph objects have hundreds
> of points
> (and yes, each has the same amount of points). The geometry morphs
> fine. The
> surface texture doesn't.... I've used this technique in the past as
> an easy way to intigrate 2d morphs in my 3d scene (without having to
> generate the 2d morphs separately). I seem to suddenly be having a
> problem, and wondered if it is
> with 3.5 or if I've just been lucky in the past 8)
If you've used MorphPlus you'll kind of get the idea of what is needed to morph
textures; in order to warp textures you need to specify control points within
the texture (or image) itself, e.g. if you have a face morphing into another
face you have to specify beginning nose position and end nose position. This
also applies to eyes, mouth and everything else, and the more control points
you have, the better the software can decide where to warp your textures to.
If your hundreds of points are all at the perimeter of the object and there is
only one (or a few) polygons representing the surface to be morphed, then there
is really not enough information to warp your texture properly. What you have
to do is create, say a polygon mesh, map an image onto it, and then for the
morph target, move the points IN the polygon mesh, without using Morph
Surfaces. In effect, you are then "tacking on" the surface to the original
object, then asking Lightwave to warp the surface according to your control
points.
If this is still confusing email me and I'll try to whip up some quick objects
as a demo... =)
Alan Chan
Graphics/Animation Design
Vision Video Systems
alan.chan@oubbs.telecom.uoknor.edu