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I am generating a mesh that morphs from one object to another via graph shown in pic. enter image description here

Is there a way to keep the polycount constant on the output mesh? Can each vertex ID remain the same?

Idea is to then output multiple meshes using this method and use them as Blend shapes ultimately.

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  • $\begingroup$ not really. at least with this method. you are essentially remeshing the objects. $\endgroup$
    – shmuel
    Sep 22, 2023 at 18:13
  • $\begingroup$ I tried shrinkwrapping the geoNode mesh with a sphere - that seems to work for simple closed shapes. But that method fails when trying to shrinkwrap any mesh that has concave features. $\endgroup$
    – Zim Khan
    Sep 23, 2023 at 19:07
  • $\begingroup$ k. that is understandable, but it's nearly important to keep the same poly count with this method. Is there a specific reason you need the sand number of vertices? $\endgroup$
    – shmuel
    Sep 24, 2023 at 2:03
  • $\begingroup$ end goal is to create a blend shape and use it in UE or Unity via vertex animated texture or some other form of storing vertex position data. For this to work the blend shape needs to be the same model, same vertex count, same vertex id. $\endgroup$
    – Zim Khan
    Sep 25, 2023 at 17:11
  • $\begingroup$ in that case this might not be the right method for the job $\endgroup$
    – shmuel
    Sep 26, 2023 at 1:50

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