Morphing
This technique, also know as Shape Animation / Shape Blending, enable you to deform an object from one shape to another. The principle is simple: you have a base shape (the undeformed state) anda target shape. By deterimining a percentage, for instance by pulling on a slider, you can by smoothly interpolate between the two shapes: the points of the object will move from the positions they are in for the base shape, to the positions of the corresponding points on the target shape.
For this to work the base object and the target need to have
- the same amount of points.
- identical topology: the points should be in the same order and connected in the same way on both the base and the target object.
Creating a basic morph | Creating more complex morphs using LW "Endomorphs"
Creating a basic morph
- Open up Modeler
- Create a ball, or load an object
You want to use an object that has only one layer - Copy the object to layer 2
By making a copy you are making sure that both the target and base object will have tha same point count and topology - Deform the object in layer 2
Use whatever tools you like to deform the object in layer 2, Drag (CRTL-t ) being an obvious choice - Save your model
- Send model to layout using the button on the top right of your Modeler
- In layout, both object layers will be located at the same spot. Select one of the objects and move it to the side so you can see both objects (Layer1 and Layer2)
- Select the object from the first layer, the base shape (Layer1) and open the Object Propperties (p)
- Select the Deform Tab
- Choose the second object (Layer2) as the Morph Target
- Change the Morph Amount to make the first object (Layer1) morph into the second object (Layer2)
Creating more complex morphs using LW "Endomorphs"
LightWave also has a more sophicated method for shape animation. The morph shapes in this case are not stored as spearate objects, but within the same object as EndoMorphs. Endomorphs are vertex maps, which means that the values are stored per vertex (=point).
These vertex maps are like the weight maps used for bone deformations, the difference being that not a single weight value is stored, but the three coordinates of the new position of the point. This new coordinate can be stored as an absolute value or as a (vector) value that represents the relative amount the point has to move to get from its position in the base shape to the position in the target (or Endomorph) shape.
To create an Endomorph:
- Open up Modeler
- Create a ball, or load an object
You want to use an object that has only one layer - Activate the Map Tab and select Morph > New Endomorph
A requester will pop up prompting you to give the new Endomorph a name. Do so. You can leave the Type on Relative, this will get important once you have more endomorphs. Click Create.
- Note that at the bottom right of the Modeler screen, the display switches from W (Weight Map) - (None) being selected, to M (Morph Map) - SecondShape. By clicking on the map name you can change which one you are editing
In case you are wondering: T = UV Texture, C = Color and S = Selection Set - While the newly created Morph Map (Endomorph) is selected, deform the object, again using whatever tools you like
- Save your model
- Send the model to layout using the button on the top right of your Modeler
- Select the object in Layout and open the Object Propperties (p)
- Select the Deform Tab
- Click on Add Displacement and from the list that pops up, choose Morph Mixer
Name of the added displacement should show that there is 1 endomorphs (it is stupid enough to not recognize that one is not plural)
- Double click on Morph Mixer (1 endomorphs), this will open up the Morph Mixer window. If you adjust the slider you should see the object change shape.
If you had created more Endomorphs in Modeler, there should be a slider for each. - The K in the image is yellow, indicating that there is a keyframe for this morph at this point in the timeline.
The E will lead you to the graph editor, as always.
One little caveat: if you add Endomorphs to your model you might need to add the Morph Mixer again to have its slider show up
↑ Top ↑Knock yourself out and create some artistic morphs!
You can also look at some op the other deformers in the list under Add Displacement.
Deform: Bend is a relative easy one to start with. You will need to create another object to control the bend, use a Null for this.
If you get stuck, may I suggest to RTFM*?
* Read That Fine Manual