Heading
courses
reference material
lab information
advising information




reference materialMorph Practices
 
What is a Morph?
Morph
is short for metamorphosis which means generally a change in form, structure or substance. In the case of animation, it means a change in form. The structure of the form actually
stays exactly the same - that's a requirement of the procedure. But the "substance," which could be equated to surface appearance, can also be affected by the change.

What is also implied by a metamorphosis is that the change takes place through time, over a series of frames.

The following reference material covers the following:
Setting up | Considerations | MTSE | Surface Morphs

How does Morphing work?

Morphing works quite simply within animation software. Every point within the structure of an object has a physical record in 3-D space and an identity of its own. Its identity is established
by the order in which each point was created. In the morph process, each point is simply moved to the new location of its equivalently identified point within the form of the "transformed"
object, using the most direct route (a straight line). So, for example Point #1from Object A is moved to the location of Point #1 of Object B, etc. The attached polygons simply follow the
route of the points.
 
 

Setting up an object to Morph
Create an object that will be the "original".

Adapt that object to form the "morph target". In the
modeler, begin with the original object and edit the
points and polygons to form the new object. DO NOT
delete any points or polygons in the editing process.

Load both objects into a scene.

Within the Item Properties for the original object,
under the Deformations tab, set the "Morph Target"
object to be that of the adapted object.
illustration A


"Hide" the morph target, by either moving it out of
camera view - or making it 100% dissolved.
illustration B

Set the "morph" envelope of the "original" to reflect
the timing and the extent of the morph operation.
Within this envelope, set keyframes and percent of
morph at the intended zenith.
illustration C


Animate the original as you wish, leaving the target
alone - or animating it as well. But the position and
rotation information that control the morphed couple
is derived from the original ONLY.


illustration A

illustration B
Notice, Under the Rendering Tab the Dissolve
setting defines the Target Morph Object is completely invisible.
 
 
Note: the morph object usually stays invisible
through the entire animation. It's geometry is
simply used by the "orginal" as a referent to move
its points, changing form.




Considerations to be made when Morphing

The object to be morphed and the target morph object
MUST have the same number of points and polygons
-
or the operation simply will not work.

To insure an object has the same number of point and
polygons, it is general practice to manipulate the points
and polygons from the original object, performing a
"save as" to the create the morph target object.

Make sure in the manipulating of the original object,
that techniques that create new points and polygons as
part of their function be avoided as that will cause the two
objects to be incompatible for morphing. (ie. Beveling,
Boolean, Solid Drill, Template Drill, Smooth Shift, etc.)

Because the points of objects are moving through
space according to the "rules" established by the
morph target, non-planar polygons are a likely result
unless triangular-shaped polygons are used.

illustration C
 
 




When making your objects, consideration should be
given to the relationship of the point structure of the
original and the morph target's. Remember, points
move using the most direct route
. illustration D

Therefore when making your objects, move point
structures in small increments considering the direction
polygons will follow en route - so that faces do not cross
in the process.

If a "less direct" point route is desired, consider making
multiple target objects that create intermediary stops
which control the pattern of the point migration.
illustration E








top of page

illustrations D & E
 
 




Multiple Target Objects using a Single Envelope

Multiple Target Single Envelope (MTSE) is a setting that
can be selected within the Objects Panel/Deformations
Tab. Selecting this allows a chain of objects to be
controlled using only one envelope.

To use this feature:

Object A would have B as its target; B would have C as its
target; C would have D as its, etc. Set these targets as you
would any using the Current Object bar and the Morph
Target bar within the Object Panel.

The morph envelope of the first object (Object A) should
specify morphing between Object A and B from 0% -
100%; morphing between B and C is controlled between
101% - 200%; C and D between 201%-300%; and so on.
illustration F

Using MTSE only allows the morphing of surface
characteristics between the first and second objects. The
Morph Surfaces selection should be made if this is
desired.




top of page

illustration F
 
 






Morphing Surface Textures

With this designation turned on, only the Surface
Texture and Color will morph
, not diffusion,
specularity, etc. illustration G

It is possible to only morph surface characteristics.
Simply create a morph target object that is the
geometrical duplicate of the original with different
polygon surface names and different surface
characteristics defined. Set up the Morph Object and
Target as you would ordinarily and select Morph
Surfaces. Establish an envelope that defines the
keyframes of the morph as usual.







illustration G
 
top of file