I'm trying to figure out a way to morph a box into a cylinder over a interval with various step parameters to understand the logic and apply it to morphing more complex shapes. So then I can apply that system to a surface to study the intervals that are created between the two objects. Can anyone point me in the right direction or suggest a way about accomplishing this.
The one link Taz gave about 2d geometry is exactly what I wanted to post here, yesterday already, but ning's searching isn't all that great and didn't know where to find it since its from a long way back.
To be specific and maybe not answer the bigger question and probably state the obvious, morphing a box into a cylinder is at best a 2d process in anyways. Like morphing a square to a circle, except they have height which won't be affected in anyway that matters for the purpose of the exercise.
I would use that example of David in the 2d geometry link to create a bunch of intervals while morphing a square to a circle. I would focus on the position and proportional change of movement of the control points of the curves as they morph. But thats just me.
3d morphing is quite possible, just that you have to do a little step -by-step break-up of your operation first. The primary question in this case would be:
Is it mesh geometries or Nurbs that you are looking to morph between?
At the end of the day, nearly all such operations come down to moving a bunch of points, and rebuilding your geometry from them. So the logical steps are:
1. Breakdown source & target geometries into points.
2. Calculate vectors from source points to target points.
3. Step2 implies that there needs to be an equal number of source and target points, which is by far one the most important considerations to make. If your are dealing with Nurbs, you must rebuild your geometries in order to have the same number of points, and if its meshes, you need to add tessellation.
4. Once you have the vectors, incrementally move points long these vectors in X number of steps, and each time you move them, rebuild your geometry from them using the same logic/sequence that you used to break it down in step1.
I posted a small example for mesh blending here. See if that helps.
If you are dealing with a Nurbs sphere and Nurbs Box, then things aren't very straight forward. For starters, a sphere is a single surface, while a box is 6. Since you can't make a box with a single surface, you will have to make your sphere with 6, somewhat broken down in the manner as if a cube were radially projected onto it. And then you will have to morph each of the surfaces to go from the 'part-sphere' to a flat face of the box by moving around their CVs.