Hmmm,... maybe I didn't explain this well enough. Let me try again.
Imagine you have a goldfish model. It has animation applied to it to allow for different motions of swimming,eating,...etc.
Now you also want to be able to smoothly turn it into a shark, so you modify the mesh so the head is like a shark. You also modify the fins seperately. The reason for doing everything seperate, is so it can be blended smoothly in sections as desired.
For example,... After eating a special food, the goldfish grows a large shark fin, so I blend that mesh in with the original. After doing something else, perhaps the head starts to change into a dolphin head, but retains the shark fins. So I mix in a dolphin head mesh with a shark fin mesh at the appropriate mixture.
In order to do this, all meshes are based off of the original, with only vertices moved around. Although you can move individual points in blitz, I need them to be precisely to what has been modeled. (ie,... load the manipulated mesh, grab all the vertex locations and compare to the original to find out what is changed. Then use that info to move the vertices toward a certain shape)
In Max I can do this by making my seperate shapes and using a morph modifier,... what I would like is to have is that functionality in code.
Hope you're not even more confused now! (I know I am!)
Imagine you have a goldfish model. It has animation applied to it to allow for different motions of swimming,eating,...etc.
Now you also want to be able to smoothly turn it into a shark, so you modify the mesh so the head is like a shark. You also modify the fins seperately. The reason for doing everything seperate, is so it can be blended smoothly in sections as desired.
For example,... After eating a special food, the goldfish grows a large shark fin, so I blend that mesh in with the original. After doing something else, perhaps the head starts to change into a dolphin head, but retains the shark fins. So I mix in a dolphin head mesh with a shark fin mesh at the appropriate mixture.
In order to do this, all meshes are based off of the original, with only vertices moved around. Although you can move individual points in blitz, I need them to be precisely to what has been modeled. (ie,... load the manipulated mesh, grab all the vertex locations and compare to the original to find out what is changed. Then use that info to move the vertices toward a certain shape)
In Max I can do this by making my seperate shapes and using a morph modifier,... what I would like is to have is that functionality in code.
Hope you're not even more confused now! (I know I am!)