How can I morph a static mesh?
In content examples, "morph targets" map they morphed a cube to a sphere by making a skeleton for cube and animate it,
I don't know how did they manage to do that since there's no bones !, also I'd like to know if there's an easy way to convert my static mesh to a morph target.
These need to be created when the item is modeled in Maya or Max. In a very brief overview, they work by creating two static meshes with the same vertex count. You can then blend between these meshes to say it's 20% cube and 80% sphere by driving weights in the blueprint.
It's an alternative to bone animation - particularly good with faces and other stretchy things
Once you have a model set up with morph targets, there's a tick box to import them on the mesh importer dialog box.
All credits goes to @MichaelCable ,
To get everything done, here are basic tutorials that helped me out using Maya :) :
1- Selecting the Joint Tool (Skeleton > Joint Tool) from the Animation menu set,and press once in the middle of your mesh.
2- Open the Outliner (Window > Outliner) and select the joint (by clicking the name), then shift select the mesh (the parent).
3- Parenting step, To connect the two, choose Skin > Bind Skin > Smooth Bind from the Animation menu set.
Remember when you export the fbx to check the blend shapes tick box under deformed model under animation.
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