Building a Mesh Using Spherical Embedding
andrews.wiki
andrews.wiki
A trick used to achieve the morphing is that all of the creatures are topologically spheres ;)
The main trick is that their triangle topologies are all identical. We projected a common mesh onto each hand-modeled mesh so there would be a direct correspondence between each vertex of all of the projected meshes. The common mesh was topologically a sphere, but was pre-shaped to be more like a balloon animal with 6 legs and a tail (the union of all models’ appendages).
With the 1:1 vertex relationship set up, we animated 1 vertex from each of two meshes at a time separately in the vertex shader. Then the shader did a simple linear interpolation of the results. Similarly, we had a fragment shader for each pair of materials that just evaluated both and blended the results.
From there, a bit of special handling of fur and other details and we could morph between creatures with apparently different shapes, skeletal structures, materials and rendering features in real time.
I think this logically follows from your statement, and it made fixing the stl files necessary otherwise the printer would switch to imaginary coordinates halfway thru the print and since the printer is mechanically restricted the print does a good impression of an Escher painting.