The biggest problem with transformations, is bones scaling. If the target has substantially larger armature, then the transformation would not look right (only mesh would transform).
That is because morphing in iClone/Morphs Creator does not support bones scaling.
It maybe possible to scale bones and match the target with Python (I did not research) one way or another.
Regarding texture, it is still possible to transform visually to some degree. Blend map comes to mind.
Like Base Color Map has initial avatar texture and Blend slot has target texture. Then sliding both in opposite on the timeline would give smooth transition/transformation.
For Normal and Roughness maps it is possible to combine both - source and target texture into a single map and then use UV transform to slide (sliding however should be rather quick or instant in this case).
This is going to be some work, but quite possible.
Here is a sort of Katherine to Caleb head transform without much detailing. It mostly smooth except for the normal and roughness maps, where it was done in just a few frames.
But the main problem here was eyeballs. Caleb morph moves eye bones, which is not translated by the Morphs Creator. So eyes were popping out as Caleb morph was applied.
I had to create a separate morph in Blender for eyeball mesh to position it properly and then synchronize it with the main morph.
If we can scale/move bones based on source reference with Python , that would have been invaluable!
Edited
3 Years Ago by
4u2ges