#Morphing
02-Mar-95 11:04:18
Sb: #156613-#Morphing
Fm: John K. Jordan 71174,711
To: Craig Sharp [Mem TM] 73417,2320
>>topo morphing…
There are lots of ways to make something look "terrible!" <g> If the vertices
don't match up (the faces get crossed up during the morph) as Martin suggested,
you may be out of luck using your original pair of meshes.
I've done morphs like you describe (using surfaces made from mathematical
descriptions) to make animated 3D surface plots, and the results were beautiful
each time. (I even had one changing materials during the morph to highlight a
certain feature of the plot.) You should not have a problem with the meshes
not being closed volumes.
If it looks terrible due to something else, like face/smoothing problems, it
may be due to faces that are too long and narrow. I had a lot of trouble with
this on the last terrain model I did and had to manually Mod/Edge/Divide and
Mod/Edge/Turn to lay the faces properly with the terrain.
If it's some other definition of terrible… what?
However… If you simply need to scale a given terrain mesh by 10x, you should
be able to simply make a copy of the original, scale it by 10x in the editor,
then morph between the copies. (You may need to compensate for the vertical
movement which will probably result, but that should be no problem.) You could
probably animate the scaling in the keyframer and forget the morph, depending
on your overall project requirements. Will this work in your case, or does
"terrible" imply something I have not yet grasped?
JKJ