
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.