Task Workspace



Morphing is the process of converting one object into another. It is done by having an object to be morph, loaded in the modeling window and an object to be morph too, loaded in a target window. In Amorphium it's the object's geometry ( vertex and polygon information ) that is changed between the modeling window and target windows.
There are two types of morph's in Amorphium, Organic and Synthetic. Surface materials such as paint, shaders or textures do not morph between objects. Only Mesh and Tin objects can be morph in the modeling window, but Wax and Biosphere objects can be used as morph targets along with Tin and Mesh objects.

Organic Morph
All of Amorphium's organic mesh objects ( Sphere, Cylinder, Capsule, Cube, Cone ) have the same number of triangles ( polygons ) and vertices. So morphing between them can be done with 100% accuracy. Whenever a conversion function is done on an organic it no longer is considered an organic. Theses functions include: Convert to Wax or Tin, Boolean Operations, Flatten Hierarchies, Meshman Decimate and Quad tools, anything that will change the number of triangle and vertices reported on the Object's Properties Menu.
Properties Menu

Synthetic Morph
When the morph object and target objects have different numbers of polygons and vertices, it is considered synthetic morphing. For these instances Amorphium builds a vertex map between the objects and morph's as close as possible to 100%. There are some quality options for synthetic morph which aid in the building of the vertex map.

Morph Target Palette
Taget Palette Is used to determine what will be morph with the object in the modeling window.

Palette Options Are used to load the morph target windows targets and set synthetic morph quality.
Load Menu To load an object into morph target window 1 or 2, the object has to be present in the Composer environment. Once an object is loaded into a target window it can then be deleted out of Composer and it's geometry information is still stored in the target window.
Quality Menu The quality of synthetic morph is set here.

Taget Window The target window will display a front view of the current loaded target.

Window Options Each target window has options for enabling it to be used with the morph tool or fusion tool.

Morph Fusion
Fusion Tool Emboss the selected target window using a standard brush tool. The properties of the brush can be modified using the brush palette. Only one target window can be used at a time with the fusion brush.
Target
Target Object
Fusion Morph
Fusion Morph


Morph Tool
Morph Tool The morph tool is used to do one or two target morphing. One or two target morphing is determine by how many target windows are loaded and enabled. The morph tool is used by clicking and dragging in the modeling window. The modeling window is used to represent the object, and the two morph targets, depending on whether one or two target morphing is being done will determine what part of the window represents which morph target. The bottom of the modeling window always represents the object in the modeling window, and the top always represents the targets.

One Target Morphing is done by loading one target into either window or disabling one of the windows. For doing one target morphs, the object in the modeling window is represented by the very bottom of the modeling window and the target is represented by the very top of the modeling window. The space in between will be a percentage of object and target.
Single Target Morph Graph
100% Object
 All Object
50% Object / 50% Target
Half Object/Half Target
100% Target
All Target


Two Target Morphing is done by having both target windows loaded and enabled. Then the bottom of the modeling window represents 100% of the object in the modeling window, the left side of the modeling window represents target 1, with the top left corner being 100% of target 1. The right side of the modeling window represents target 2, with the top right corner being 100% of target 2. The top center of the modeling window represents 50% of target 1 and 50% of target 2. Areas in between will be a percentage of Object, Target 1 and Target 2.
Two Target Morph Graph
100% Object
100% Object
100% Target 1
100% Target 1
100% Target 2
100% Target 2
50% Target 1, 50% Target 2
50% Target 1, 50% Target 2
33% Object, 33% Target 1, 33% Target 2
33% Object, 33% Target 1, 33% Target 2
80% Object, 10% Target 1, 10% Target 2
80% Object, 10% Target 1, 10% Target 2


The percentage Counter at the bottom of the workspace, specifies cursor placement. The left value indicates up & down placement with 0% being the very bottom and 100% being the very top. The right value indicates side to side placement, with 0% being the far left and 100% being the far right.
Left value = up & down
Up & Down, 100% = Top
Right value = side to side
Side to Side 100% = Far right




This interface tutorial is written and provided by : Stephen Ray
Goto Steves Art Gallery