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.
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: