The Pufferfish is one of few animals which is capable of changing its shape.
This plugin is a set of 330 components which focuses on Tweens, Blends, Morphs, Averages, Transformations, & Interpolations - essentially Shape Changing. Pufferfish mainly uses parameters and factors for inputs for more custom control over operations like tweens and grids as opposed to grasshoppers usual division count inputs. These components are accompanied by support components which are useful methods for tween / blend / morph / lattice operations such as making curves compatible, a custom curve graph mapper, and a multi-threaded morph to twisted box. In addition, there are extra components which simplify some common grasshopper operations such as testing for equality within a tolerance and rounding to nearest numbers. Please email me if you find any bugs. Works with Grasshopper for Rhino 5, Rhino 6, Rhino 7 WIP, and Rhino Mac.
Instagrams: @ekimroyrp & @designmorphine
Download:www.food4rhino.com/app/pufferfish
Michael Pryor
Typically you should sculpt all meshes you wish to tween from the same start or make them by deforming a base. Blending meshes comes from the film and game industry (in Maya it is called blend shape) where typical practice is something like sculpting a base face and then moving verts around to make different face expressions (while not adding new verts or faces). Then you can blend through the face expressions. It is not really enough to just have the same specific amount of verts and faces but to have the same topology, otherwise you won't usually get things tweening to the places you want them to.
As it is explained in Autodesk Maya's blend shape tip "If the target and base objects have the same number of vertices but their order is different, Maya blends the shapes whether Check Topology is on or off. However, the position of the base object's vertices will be transformed to the position of the target objects' vertices. This change might cause the object to blend in a way you might not expect. To ensure a smooth transition between base and target, make sure the order of vertices is the same in both base and target objects or you might see some unusual blending, such as an eye blending into the nose."
If you just want to get the same counts and don't care what blends to what I usually use ZBrush to retopologize.
Jan 29, 2019