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I'm working with Unity, to create morph like effects. A bunch of spheres come together to form a "Shape" if you will. And then that "Shape" is animated (The exact hierarchy of the original model is replicated, so no issues there).

NOTE : Each sphere is a separate object in the right screenshot.

Original versus Final

(I do not want/can to model, or animate.) I have figured out how to morph into the new Shape. But in animating it, I'm running into road blocks.

I have tried these things :

  1. Imported rigged model, extracted the rig, turned models vertices into spheres with an array modifier, manually then parenting spheres to the nearest bone from the rig. Drawbacks -> Have to animate myself, have to rig like 2000 objects.

  2. Imported rigged and animated model. Changed the "mesh" by, deleting all the vertices and faces and then creating spheres at those vertices by extruding vertices into cubes and then subdivision modifier. Drawbacks -> Have to do this for each animation file, and the main mesh as well. Also, the changes do not reflect in Unity.

  3. Import rigged and animated model. Follow Step 2 entirely. And then split the mesh by loose shapes. This also works in Blender. Drawbacks -> Still have to do this for each animation file, and the main mesh as well. Also, the changes do not reflect in Unity.

What I want exactly -> Preference 1 -> A procedure, to turn a model and its animations either fully atomised (each object is a separate sphere), without messing up the animations that come with it.

Preference 2-> If the above is not possible, atleast a procedure to turn it into a semi-atomised, where although each sphere is not a separate object, it looks like it is.

What am I missing? I'm not a blender person, and more of a programmer and I'm lost on how I should approach this. Cheers! Any pointers would be gladly appreciated.

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