I'm trying to make an animation of Zubat evolving into Crobat. I'm using the X/Y models to "morph" the Zubat model into the Crobat model.The X/Y models use multiple assets so I join the assets together, but I'm thinking the way I need to do it is to make a surface mesh of the Zubat and Crobat models and then shrink-wrap them together.Has anyone done a project like this before? Any tips would be appreciated
>>692172This is the creature that morphs in between the 2 models. I don't think this is right.
>>692175What program should I use?
>>692172There's a good reason that they don't actually show them morphing together.Because it doesn't really work.It's always hidden under a flash or something.It's been a while since I played, but most of the time they just scale them in and out while they're white. So one scales down, one scales up, and then it repeats. Then at the end the screen flashes, and the new pokemon is shown.
>>6921782.8 at least, unless you're fucking masochistic.
>>692180Ya transformations are one of the hardest things to do in 3d. Not great for a beginner project.
>>692195But I bet it'd be easier if someone showed me how to do it...
>>692172>>692180>>692195Unless you are messing with some sort of volumetric sim, forget it. Fake it, use trickery. Clever compositing and 2D morphing just works as good if done right.
>>692199not really no...
>>692172I contemplated doing a similar project to this some time ago. Never finished it because it's pretty advanced and it might be some years before I'm actually good enough to do it, but my advice is that you should make takes of isolated body parts transforming instead of the whole pokemon. Plan it in a similar way to the sequences made here https://www.youtube.com/watch?v=Xarks-4qlDg
Use Houdini for transformations or morphing.
>>692199God fucking dammit.The way you morph a mesh into another is to blendshape them together (shape keys or whatever the fuck Blendshit calls them). Vertex #1 of mesh #1 linearly translates to the position of vertex #1 of mesh #2 and so on.That's it.>but mesh #2 has more/less vertices than mesh #1>but vertex #137 of mesh #1 is on the tip of the tail while on mesh #2 is inside its mouth>but the linear morphing is bland and kinda sucksHence, >>692180And for the sake of being foresightful...>>b-but how about pic relatedFirst of all:<Double Negativeand not<some guy with Blender installed on his computerSecond, this guy is all goo.The way this was done was to bodytrack Tom Hardy, then retarget and fit the same digi double animation on Venom, cache out both, then make magicks in Houdini to have the Venom geometry "build-up" against the digi-double geometry however Sony wanted, including all the little tendrils reaching down and inside Hardy's throat, nostrils and eyesockets, and then merge all the shit together in one single polygonal mess.Once Venom's head closes down, he just becomes a full CG character and you can have him do whatever you want. Technically it's full CG just a little earlier than that because to ease some workload on comp, Hardy's face gets replaced in the last few moments and comp just needs to blur the shit out of it.During the merge fight, the character's rigs have literally been broken (as in limbs comically stretched out), then Houdini sims and motion blur did the rest. The layout of those shots was fucking hilarious.Riot's weapons? Literally just props constrained to his wrists and the seams motion blurred the fuck out of existence.And all this shit works because the characters are made of black spunk.That, and the fact that they are just bigger humanoids.But you can be sure even DNeg would have a hard time morphing Zubat into Crobat without flashy FX to cover everything up like you're trying to do.
>>692172Just do it with some 2D compositing
>>693386How about Wrap3 / Zbrush project, to get one mesh to match the other then (subdividing if needed) blendshape that one model between the two forms.
>>692178Dont worry its just pokemanz