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The morphing object is a level object, which can contain two or more sub objects. The morphing object interpolates these sub objects and assigns the result to the target object. The target object must be at the same hierarchy level as the morphing object itself and the structure of the target object and the parameter objects must match. |
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The morphing object defines the following attributes:
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Relative - Selects a relative morph effect. Then changes between the morph keys are added to the existing state of the target. In non-relative morphing, the morphed value replaces the existing target value. Relative morphing allows more flexible control of the target. The disadvantage is that the target object and the morph keys can lose the exact match at key frames (this happens e.g. when the first key is edited after setting up the morph system), which can make key editing afterwards less intuitive.
Time values - The knot line can be used for controlling the timing. By default, uniform timing is used, that is, the object distributes time evenly over the key objects.
By default, morphing controls only the common geometric attributes. For the sake of efficiency, it does not try to morph all attributes of key objects. However, all attributes that are already set animated at the time of morph binding will be morphed. So, to add color to morphed attibutes, do as follows: