Talk:Morph target animation

message: "Also, in methods of rendering where vertices move from position to position during in-between frames, a distortion is created that doesn't happen when using skeletal animation. This is described by critics of the technique as looking "shaky." This statement does not seem very accurate. Generally, the method used to calculate 'in-between' interplations may vary between applications, so results will also vary. Some real-time applications such as video games may heavily optimize this functionality resultng in less than ideal results, but most editing applications are concerned more with accuracy and likely will not have the same effect.
If this is a phenomena that has been given academic attention, a citation would be appreciated. If not... maybe it should be stricken. Mantic 06:26, 12 October 2006 (UTC)
thread_title: Opinion?

message: * It would be great if someone could donate some sample images of what this entry is talking about!
** It would be but it'd be somewhat difficult to show what this type of animation looks like within a 2D image. Perhaps a filmstrip type picture of the frames in a per-vertex animation would do the trick, but I don't think it'd look much different from any other 3D animation. Perhaps, a weird demorph of a model only possible in per-vertex animation would work... I might look for something. No promises though. Ayavaron 23:58, 24 April 2006 (UTC)
replies: text: I've added two simple illustrations. --Fama Clamosa (talk) 13:16, 30 January 2011 (UTC)
thread_title:  Sample images... 

message: As someone from computer graphics but not an expert in animation, morph target animation sounds identical to tweening or key framing.  A link to/from the 'key frame' article seems reasonable here and perhaps some discussion comparing it to key frame animation (or acknowledging that it's a form of it).  Also, morph target animation deals with objects with identical vertex counts and clear registrations between matching vertices in targets.  Geometric morphing is a much more general problem (smoothly transition between any objects) and there is a danger that people will conflate Morph target animation with this more general problem.  While the more general problem and solutions to it are not discussed anywhere on wikipedia (that I can find) this article would be a good place to start I think.
(OllieBrown (talk) 21:13, 7 February 2011 (UTC)
thread_title:  Vs. Keyframing / Tweening  and Geometric Morphing 

message: I'm sure lots of commercial tools implement this.  Perhaps a list would be nice.  For a usable, C++ library form, OpenSceneGraph 2.9.1+ (not yet in stable release) implements morph target animation in the osgAnimation::MorphGeometry class.
(OllieBrown (talk) 21:13, 7 February 2011 (UTC)
thread_title:  Implementations 

message: Where do we find references for this article?  I guess, SIGGRAPH is a good place to start, but I was unable to find any good papers offering a good overview.  The only one I found was the one below.
* 
--Fama Clamosa (talk) 13:16, 30 January 2011 (UTC)
thread_title:  References? 

message: The first sentence of this article lists various aliases/synonyms for this subject, and cites Liu, Chen (2006).
Liu, Chen (2006) primarily uses "blend shapes" when speaking on this subject, and only sometimes refers to "morph target".
A google search for "blend shapes" (quotes included) has 111k results, while "morph target" (quotes included) has 60k results.
I personally have heard "blend shapes" more often.
If "blend shapes" is the most popular term, shouldn't that be the name of the article?
-2620:5:8000:2047:D170:729E:826F:C698 (talk) 20:04, 24 August 2018 (UTC)
thread_title:  Name of Article