looks pretty good, tho:
>>VolMorph has been compiled for several environments. If none of the binary executables below are suitable for your platform, please e-mail me - it may well be possible to compile the software for your platform.<<
Sounds like he don't want to give the source out of his hands. Anyway, I guess it wouldn't be that complicated. Especially if it's two high poly meshes, simply check for rasterized 3D locations and morph it this way. As far as I see the examples on that page are using high poly meshes too.
It may be dificult to du this with low poly stuff since you would need to calculate the end location of tweened vertices by using brezier curves between known end locations of existing vertices or something.
Ah, wait a minute, i just read the guy is retriangulating both meshes based on a 40*40*40 clusters raster.
>>VolMorph has been compiled for several environments. If none of the binary executables below are suitable for your platform, please e-mail me - it may well be possible to compile the software for your platform.<<
Sounds like he don't want to give the source out of his hands. Anyway, I guess it wouldn't be that complicated. Especially if it's two high poly meshes, simply check for rasterized 3D locations and morph it this way. As far as I see the examples on that page are using high poly meshes too.
It may be dificult to du this with low poly stuff since you would need to calculate the end location of tweened vertices by using brezier curves between known end locations of existing vertices or something.
Ah, wait a minute, i just read the guy is retriangulating both meshes based on a 40*40*40 clusters raster.