What is the most practical way to funnel a 3d model into another by vertex count? The purpose of it, is to have a creature absorb objects by suction, mildly deforming the sucking creatures opening as the object is forcefully drawn inside?

  • $\begingroup$ what do you mean "by vertex count"? Is it the creature who absorbs who is deformed or also the objects (other creatures?) he absorbs? Perhaps show a screenshot of your creature... maybe the Mesh Deform modifier could work for the absorbed objects? $\endgroup$ – moonboots Aug 31 '18 at 8:41
  • $\begingroup$ Whatever the object is, gets compacted down the creatures gullet with mild deformation on the creatures mouth and throat. same way a fish do. but the object actually crunching, buckling and compacting into shape as its forcefully sucked inside. visualize a catfish with huge fleshy lips, the size of a house devouring a school bus, but in a sucking manner, as the bus crumples inward into the monsters maw. $\endgroup$ – Gustavo Guzman Sep 1 '18 at 2:21
  • $\begingroup$ youtu.be/2J5Db146mJA?t=224 For Reference $\endgroup$ – Gustavo Guzman Sep 1 '18 at 2:21
  • $\begingroup$ yes, so Mesh Deform modifier sounds good to me, do you know how it works? $\endgroup$ – moonboots Sep 1 '18 at 7:41
  • $\begingroup$ Not in the intended way, I do not. I'll look into it more. Thanks for your help. $\endgroup$ – Gustavo Guzman Sep 1 '18 at 10:12

So here is a solution with the Mesh Deform modifier:

  • Create your object.
  • Create a cube that contains your object as a cage, subdivide it. In the Properties panel > Object > Display, enable Draw All Edges and Maximum Draw Type > Wire so that your cube is in wire mode.
  • Give your object a Mesh Deform modifier. Put it above the Subdivision Surface modifier. Choose the cube as the Object, and click Bind.
  • Select the cube. In the Properties panel > Data > Shape Keys, create one Shape Key (it will be called Basis by default), then a second one.
  • Keep this second Shape Key selected. Go in Edit mode. Sculpt your cube (with Proportional Editing activated) so that it deforms your object the way you want.
  • Come back in Object mode. Now you can play with the Value of each Shape Key and insert Key Frames so your object is deformed the way you want at the moment you want on the Timeline.

enter image description here

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  • $\begingroup$ This example will be a tremendous help. thank you so much for explaining it to me. works just as it does in Max. $\endgroup$ – Gustavo Guzman Sep 1 '18 at 23:13

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