

Redsushi! is to blame www.b3ta.com/board/9242204 :p

With an absolutely silly number of nodes.
Way more than would be needed for a
simple face to another face.
( ,
Fri 6 Mar 2009, 2:39,
archived)
Way more than would be needed for a
simple face to another face.

it was with sqirlz, just switch to warp mode, and start dragging nodes around after you have a bunch placed all over the image.
( ,
Fri 6 Mar 2009, 2:55,
archived)

www.norrkross.com/software/morphx/morphx.php
But I may actually have to get around to writing my own soon.
( ,
Fri 6 Mar 2009, 3:01,
archived)
But I may actually have to get around to writing my own soon.

I'm thinking multi mapping, perhaps a map per node-set, would make for smoother results.
Floating point colours too! Which could allow variable speeds for nodesets and less tearing.
( ,
Fri 6 Mar 2009, 3:27,
archived)
Floating point colours too! Which could allow variable speeds for nodesets and less tearing.

graphics geekery!
Although I did used to use a MS-Dos one -- dmorf, which used splines (mesh maybe?) rather than nodes, and it was actually quite awesome. I never was able to find a MS-Windows version that I liked as much
( ,
Fri 6 Mar 2009, 3:32,
archived)
Although I did used to use a MS-Dos one -- dmorf, which used splines (mesh maybe?) rather than nodes, and it was actually quite awesome. I never was able to find a MS-Windows version that I liked as much

*checks oldest work folder*
Cool, I still have the exe (version 0.11).

edit: Eeek, 7 minutes to do 5 frame test in the emulator, LOL.
( ,
Fri 6 Mar 2009, 3:39,
archived)
Cool, I still have the exe (version 0.11).

edit: Eeek, 7 minutes to do 5 frame test in the emulator, LOL.

and my Windows 98 PC is downstairs.
But, yes! that's the shit right there!
the frame creation on my 486 33MHz PC allowed me to go up for a potty break and quick snack.
( ,
Fri 6 Mar 2009, 4:30,
archived)
But, yes! that's the shit right there!
the frame creation on my 486 33MHz PC allowed me to go up for a potty break and quick snack.