A flattened rectangle can be morphed into a sphere, then morphed into a cube.
Yes it can. I didn't say it couldn't. What I was saying that when you are making the 3rd stage (or any stage after that) it is very tricky because the morphs need to subtract out the previous morph adjustments.
The key is to know how many vertices that the sphere would need, then give your base object "the required amount of sphere vertices."
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All morphs (using any 3d program) must have the same vertex count and order as the base object.
Sorry but you missed the point of the post. I understand that the vertex count needs to remain the same. That is not the issue. The issue is that when you create the 2nd stage morph (i.e. the 3rd state) then you are working based on the original object and not the 1st stage morph (i.e. the previous state). In multi stage morphs, morphs are applied in succession but not removed before the next morph is applied.
So, in the above example, in order to make the Morph 2 that turns the object into a Cube mesh, you can't just create a cube mesh. The reason for that is because in a multi stage morph sequence the previous stage will already have been applied and remains applied. So when making the Morph 2 that turns the object into a Cube, you actually need to create a mesh that adds Cube adjustments but also removes the Stage 1 mesh adjustments (the sphere adjustments). This means that the mesh for the Morph 2 will look nothing like a cube.
You can see this concept in the Video Tutorial that I did on this subject...
If you watch the end, you will see that when the last morph stage is applied, it does not actually look exactly as expected because the previous stage is actually added twice (once with the initial morph and a second time with the next stage morph because the previous morph was not subtracted out). Please note that the video actually talks about a 3 stage morph object (4 stages) because I detail a work around for creating a 2 stage morph (3 states) without running into this problem.
I think this would be one of those things you can accomplish by creating the first morph, then exporting it and creating the second morph from the first morph, then importing the morph into iClone.
That is exactly what will not work unless each is brought into iClone as a single morph object and you swap between them. If you just create the desired meshes (with a constant vertex count) then as soon as you apply the 2nd stage morph (or the 3rd stage morph if you are using my work around) the object will not morph correctly because both the stage 1 and stage 2 morphs will be applied. This means that the changes in stage 1 will actually get applied twice (once when stage 1 morph is applied and once when stage 2 morph is applied). In order to get the 2nd stage morph to produce the correct effect you need to create a mesh that adds the stage 2 changes but subtracts out the stage 1 changes. This means that the correct mesh for the stage 2 morph looks nothing like the mesh of what the final object will look like. In the rectangle, sphere, cube case the last morph that changes the object to a cube would actually need to add the changes to go from a rectangle (not sphere) to a cube and the changes to remove the changes from a rectangle to a sphere.
Morphs work on identifying the deviation between the base object and the morph mesh. If our stage 1 morph mesh is a sphere then the application of the stage 1 morph causes iClone to compare the veracities of the base object (the rectangle) and stage 1 morph mesh. This causes the veracities to change to from a rectangle to a sphere. If, for the second stage, we provide the morph mesh of a cube, iClone will do exactly the same thing. It looks at the difference between the base object (rectangle), calculates the differences between that and the 2nd stage morph (cube) to morph the object into a cube. The problems is that now both the first stage and second stage morphs are applied so iClone calculates the differences between the rectangle and the sphere, applies those and then calculates the differences between the rectangle and the cube, and applies those differences. The result is not a cube. The result is something between a cube and a sphere. In order to end up with a cube you would need to remove the effects of the stage 1 morph. In the case of the example, this might work. As we transition into the cube we can also transition out of the sphere to end up with a full stage 2 morph applied without the stage 1 morph applied. However, in reality this does not work most of the time. If you have a multi stage prop like my parachute set (being sold in the Marketplace and Content Store) then de-applying a previous morph stage as you apply the next one does not produce satisfactory results (i.e. the removal of the first stage morph is too obvious).
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts"
Bowser and Blue, Busting The Breast