To morph primitives you can use isosurfaces with something like this :
P = P1*(1-clock) + clock*P2
where P1 and P2 are the respective equations of the start and end
shapes.
Just an idea, but it worked to make and column having a round base
morphing smoothly to a square top (with y instead of clock).
Of course this does not solve the problem of morphing CSG compounds or
meshes.
G.
Matt Giwer wrote:
> Margus Ramst wrote:
>
> > Well, for standard primitives I'm afraid even Chris isn't the key.
>
> The old morphing a cube into a sphere trick.
>
> --
> http://www.giwersworld.org/artiii/
>
> Oh my God! They've rendered Kenny!
>
> How to profit from the end of civilization as know it available
> here soon.
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