I want to take two 3D models of creatures and create a new model that’s intermediate between the two – having some features of one and some features of the other.
For a start, let’s say I have creatures A and B (let’s not mind their textures):
- creature A is a sphere with a mouth (like a Voltorb)
- creature B is a bird (like a Pidgey)
How can I make creature A grow small wings, a small beak and small legs?
And vice-versa, get creature B to have a more spherical torso, a mouth instead of a beak, smaller wings, smaller legs?
My main reference for this is the game Jade Cocoon for the PS1 where you can capture creatures (just like Pokémon) and you can merge them together.
When you merge them, their stats get added up, their skills and abilities get replaced and their textures and body shape get mixed together.
I’m interested in the body shape / texture thing. I always wondered how do they programmed that.
Here is an example – you can see the player trying different combinations.
Notice how the order also affects the final appearance of the creature, like, the first one defines the body shape and the second one defines the texture.
But the most interesting thing about this game is that, not only the texture from the second creature replaces the first one, but also, some characteristics from the second one are added as well, for example:
If my first creature has no wings but the second has wings, it will result in a pair of small wings for my “base” creature. And if I keep merging winged creatures to my main creature, its wings will get bigger and bigger (it also affects its stance latter).
If my first creature is a thin one and the second is a fat one, that will also result in a fatter version of the first one.
This applies to pretty much everything else like horns, paws, tail, eyes, etc.
How can I make something like that work? I mean, can I somehow add/subtract the coordinates of the polygons/vertices in the mesh? Do I need to add polygons somehow?
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