Morph

A Carbon Morph is a mixture of Carbon Collider and Carbon Cloth objects and combines the strengths of both worlds. A Point Group selection controls which parts of a morph should become a cloth and which parts should behave like a collider.

There are mainly two applications for Carbon Morph objects:

  1. Clean up animation by turning parts of the Carbon Collider deformable.
  2. Create secondary effects, like skin deformation for more realism.

Sometimes, both go hand in hand. Imagine an animated character with a large belly. The animator might purposely decide to animate the hands to penetrate the belly, knowing that when the area is turned into a morph, the hands will deform the belly in a physically plausible way. Not only is this solution faster than hand animating the character deformation, but also more realistic. One example of this kind of setup can be found here:

_images/example_animated_morph.gif

Mostly though, Carbon Morph is used to handle issues where the animation is not fully suited for simulation, like intersecting knees, thighs, hands, armpits, etc.

Our Carbon Morph tutorial focuses on this and explains all steps required for successfully setting up a Carbon Morph character.