Tuesday 19 March 2013

Vertex-Color Backed Morph-Target




This research was made  for a  game who was happening inside the human body. Veins, heart, red cells, white cells, everything is alive and needs  to have animation.

I decide to try with a morphing base animation system. It will use one morph target and bake each new vertex position in the vertex color with the help of a Max Script


This is my first result: A beveled  cube morphing to a sphere. 
I used the original cube to do the sphere. I Applied a Spherify Modifier to it.










One problem: The normal are not changing..
Which is understandable, I did not morph the Normal.

So let  pack the normals and the morph-target together in the vertex color to have a better result. The unpack will be done in the Shader. A vertex Color is 8 bit resolution, 256 values.With the packing, I will have half resolution, only 4 bit so values. It will give me less precise result but its enough for organic shapes.


This is my second test  : Packed Morph-Target and normals together











As you can see , the position is not perfect when you look at the sphere but with a normal texture, the result is acceptable as you can see in the next video:

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conclusion:
This Technic is not precise but enough for organic animation.

other example:

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