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3 Dimensional Chat / .X object morphing question.

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geecee3
22
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Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 7th May 2005 01:29
hi all,

just a quikie or 2.

1. can i morph between 2 objects that have the same vertex indexes and face counts using DBP? (how's it done? if it's possible)

2. does anyone know how to do 'metaballs'? no.. not meatballs!

thanks, geecee3.
John H
Retired Moderator
23
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 7th May 2005 03:26
1) Elaborate, do you mean like...make a bridge between the two?
2) You could use memblocks, but Id suggest simply using any old modelling program and exporting a metaball.


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geecee3
22
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Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 7th May 2005 04:18
Hi, RPGamer.

yeah, areas of infuence, i think. the magic moment when bloop! the two balls join or split. I had a feeling it would require memblocks.
I know nothing about them! LOL. using a series of static meshes may work, but it's not very dynamic.

the most important thing for me is really the morphing between 2 different objects that use the same mesh data.

ie: 2 heads with identical indexes and polycounts. i want a smooth transition from one to the other. the idea i have is for a very complex high polycount morph between loads of shapes. but the mesh indexes and face count would be the same for them all.

sorry if my explination is a bit off, it's the only way i can think of putting it.

regards, geecee3.
Jonny Ree
21
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Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 7th May 2005 09:38
hum, the morphing part is something I've been thinking a lot about myself.. and I havent been able to test it out yet, but after speaking th RPgamer one way would be to saveout the vertexinformation and position for both "heads" (or whatever) then messure the distance between and devide it by the time you would want it to move from one to the next.. then looping it. untill it ends up in the desired position. Somehow I feel this will take up a lot of resources though.. but it must be a way to make it effective.
I'll have a word with MikeS about it later tonight if he comes on.
He'll probably have something great to say about it..

geecee3
22
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Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 7th May 2005 22:43
just figured it out, i think.

i'm going to try an experiment.
if it works, i'll post the results.
if it fails, i'll hang my head in shame.

cheers, geecee3.
Baggers
22
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 8th May 2005 10:31
If the two models have the same number of vertices and they corrospond properly then the result could be done relativly 'easily' with memblocks however if the vertices dont corrospond then im not really sure...would be very hard !

Narf The Mouse
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Joined: 16th Jul 2004
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Posted: 8th May 2005 11:09
Why don't you try the new VertexData commands?

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 9th May 2005 04:11
Just some random thoughts on how you could achieve that effect.

Start off with a high poly shpere (or other uniform shape) as the parent. You could then vertex edit it into shape A. Going back to the parent model create shape B using the same method. This way you know the verts in shape A will match those in shape B. You load in shape A and B and use the vertexdata commands to transition the verts from shape A to shape B. The total smoothness of the transition is determined by the number of steps you take between A and B. This is nice because with a little logic you can adjust the number of steps to match the graphics horsepoer of the user's machine.

Now one of the things not addressed it yet is the change in texture coordinates from shape A to shape B. Would have to check out the VertexData commands to see if you can re-assign those after the transformation is complete.
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