#More morphing
2 messages in this thread
More about my morphing dilema. I'm creating a countdown. Each number begins
as an extruded full screen rectangle which over 30 frames morphs into the
number 8, for example. As the finished *8 moves off screen th what had been
the background rectangle morphs into the number 7, etc… Now what I wanted
was the effect of having the standard movie countdown [ie;circle with
sweeping hand] projected onto these objectes. I had thought that I could
save the intermediate steps of the morph and back in editor apply the same
mapping coordinates to all of them, then in the keyframer the animation
would just be moving/replacing one object with the next every frame. I hope
this clarifies the problem.
It seems like the same or similar approach that generates ripples could be
applied here. An Process in which you can specify a start shape and end
shape and then let the process generate the in betweens over a given number
of steps.
Andy
Andy,
First, all mapping coordinates for morphing objects are only taken off of
the primary morph source. This means that even if you COULD save
intermediate morph positions, that wouldn't solve your problem since their
mapping coords would be ignored. The only thing that morph targets provide
is 3D position data for the vertex/face list.
Second, by trying to morph the endcaps of text from/to such disparate
positions, you may be asking for trouble. Since morphing distorts the
endcaps of objects, you may get smoothing group discontinuities on your
morph target. The best way to avoid this in your case would be to START
with the text and end with the rectangle, and just render it backwards.
That may diminish some of the discontinuities.
Regarding your idea of having the circle w/sweeping hand projected over the
objects… I'd do that by just making a layer in Animator Pro of the
animated circle, and compositing it over the geometry in Video Post using
the Pseudo Alpha option to blend the edges. It would give your countdown a
very dimensional "Paintbox" look.
– G