The morphing object is a level object, which can contain two or more sub objects. The morphing object interpolates these sub objects and assigns
the result to the target object. The target object
must be at the same hierarchy level as the morphing object itself and the structure of the target object and the parameter objects must match.
The morphing object defines the following attributes:
Interpolation - Defines the continuity of morphing. Discrete option jumps from key state to another. Linear morphing follows straight
lines between key position. The Cubic option selects smoothly continuous interpolation.
Extrapolation - Defines what happens when time runs outside the range of defined key states. The following choices are available:
- Extrapolate - The morphed motion continues outside the key range to the direction defined at end keys
- Close - Morphing is automatically closed to interpolate back to the first key state. There should be some timeline left after
the last key to allow the closing of the loop.
- Hold - Morphing stops at extreme key position and remains static outside the key range.
- Repeat - Morphing repeats the modification cyclically. Note: keys are not auto closed to a loop.
The target object 'body' controlled by a morphing object consisting of three key object
Relative - Selects a relative morph effect. Then changes between the morph keys are added to the existing state of the target.
In non-relative morphing, the morphed value replaces the existing target value. Relative morphing allows more flexible control of the target.
The disadvantage is that the target object and the morph keys can lose the exact match at key frames (this happens e.g. when the first key is
edited after setting up the morph system), which can make key editing afterwards less intuitive.
Time values - The knot line can be used for controlling the timing. By default, uniform timing is used, that is,
the object distributes time evenly over the key objects.
By default, morphing controls only the common geometric attributes. For the sake of efficiency, it does not try to morph all attributes
of key objects. However, all attributes that are already set animated at the time of morph binding will be morphed. So, to add color
to morphed attibutes, do as follows:
- Create morph keys as usual, and apply the morph tool
- Select the created morph modifier, and select the pull down menu Methods/Constructor/Unbind siblings
- Open the Choreography window. Select the desired component(s) of the morph target object from the list of choreographs,
find and click the Color attribute from the Animateable attributes list, and set the Animated checkbox. Close the choreography window.
- Morph modifier still selected, apply the menu Methods/Bind siblings
- Edit the color of the morph key objects