Yahoo Web Search

Search results

  1. Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions.

  2. Nationality. British. Morph is a British series of clay stop-motion comedy animations, named after the main character, who is a small terracotta-skinned plasticine man, who speaks an unintelligible language and lives on a tabletop, with his bedroom being a small wooden box. Morph was initially seen interacting with Tony Hart, beginning in 1977 ...

  3. People also ask

  4. Jul 4, 2014 · Morph: Created by Peter Lord, David Sproxton. With Merlin Crossingham. Crowdfunded mini-series featuring the return of the clay character Morph, who originally featured in a programme called Take Hart (1977), where he lived on the desk of the artist and presenter Tony Hart.

    • (68)
    • 2014-07-04
    • Animation, Short, Family
    • 2
  5. Morph target animation can then morph the model between different defined facial expressions or body poses without much need for human intervention. Using displacement mapping plays an important part in getting a realistic result with fine detail of skin such as pores and wrinkles as small as 100 µm .

  6. May 21, 2020 · Language. English. Morph is a series of clay stop-motion comedy animations, named after the main character. This character was initially seen interacting with Tony Hart, beginning in 1977, on several of his UK TV programmes, notably Take Hart and Hartbeat. ― Wikipedia.

    • 158 min
  7. 15 x 5’, 40 x 1’ - Stop Motion / Series - 1976 – Now. Morph is the animated clay character who made his TV debut in 1977 in the children’s BBC programme Take Hart, alongside the artist and presenter Tony Hart. He was one of Aardman’s first creations and was later joined by his cream-coloured partner-in-crime Chas.

  8. I used a free mesh from Turbosquid and exported it to several meshes. Vertices must be in same order in all targets or they will be mixed up during interpolation. Instead of using several meshes, we could store 1 mesh, and export a morph map texture for each pose. Each texel rgb gives the scaled offset xyz of a vertex. 512x512 supports ~260,000 ...

  1. People also search for