

- #Morph daz models with different vertex count for free
- #Morph daz models with different vertex count full
First make sure Genesis is at its lowest subdivision level and in its zero position.Ģ.
#Morph daz models with different vertex count for free
#Morph daz models with different vertex count full
It is not as illustrative because you cannot post multiple pics in order anymore in the new forum (or I have not mastered that trick) so I placed the links to the images there for you.Ĭreating a Genesis/G2F/G2M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1 Generally the morphing algorithm you linked to is an interpolation tool used to smoothly transition one mesh from pose A to pose B of the same mesh after some changes were applied to the positions of it's vertices.Okay, this is a repost from the old forums but I thought it would be helpful to put here.

If you want to spend even more computing power, you could use something like dual marching cubes to convert the in-between frames into smooth meshes. Replace the voxel model with the target model.Use another transformation to grow the pieces that exist in the target but not in the source.Use some transformation to gradually dissolve the pieces that exist on the original source mesh and do not exist in the target destination mesh.Do a boolean operation on two resulting models to get the differences.

There are other ways to accomplish what you describe but they require very advance techniques and a very large amount of computation power. / However the mesh morpher requires that you use the same amount of vertices for each mesh and that those vertices are laid out in the exact same way. This process is also called interpolation. It just takes a lot of numbers and does a time weighted average between them and a lot of other numbers each frame.

This tool is not useful for transforming between arbitrary meshes and it says that in the link you provided.Īll this tool does is take N vertices with positions X0i, Y0i, Z0i and slowly transitions them to position X1i, Y1i, Z1i. WARNING : If you mesh counts are too far apart of course you will have some weird results, try looking for Tesselation then to make your mesh with less poly conform to the one with more poly without "actually" being forced to keep the exact same number of vertices when you create your meshes.Ī mix of tesselation and approximation algorithm could do the trick i believe Then Interpolate mesh B vertices over time until it fits the state you want Re create Triangles in Index order or with a home made algo fitting the mesh shape. Set Mesh B Vertices in index Order using for ex : VertexPosMeshB = (VertexPosMeshA + VertexPosMeshA)/2 //scaling down to the actual size of Mesh B and approximating to fit previous pos What you need to do is create a function which will approximate the new point coordinates based on a set of points (as you have greater count with mesh A) and remap the point, kill the triangles, recreate the triangles the normals and then interpolate.ĮDIT : one of the simple way to do that would be to approximate new base position based on the same vertex index than the one of mesh A ex: In short casting your mesh B onto your mesh A, easy to implement with morphed planes but could be a whole other issue with closed meshes. Just a supposition here but a way to go without artifacts could be mesh conforming :
