14 |
Using morph objects |
In the preceding chapters we have looked at how to create and animate a single mesh character. The techniques described are adequate for body animation but using the same methods to animate facial animation can be difficult to set up and often involves repetition. If only we could model a frown, a smile and a scowl once and use this whenever the animation required it. Model once and use many times means we need a way to blend a mesh from one geometry to another. In many applications this involves using morph targets. Morph objects are the easiest solution to this complex geometrical problem.
Creating morph targets
You should have realized by now that my preferred CGI application program is Lightwave. Version 5 came ...
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