Morphing?

Yes, I know…this question has been asked more than once, but I was wondering if anybody knew of a way to create a morph between two complex meshes. (without using the shape keys to change the mesh from Mesh A to Mesh B…but actually using two different meshes to change from one to the other?)
Has this been incorporated into the new Blender 2.43 or is there maybe a script that anyone knows about that can create such a morphing abilty?

I´ve heard of a script that´s in the mesh scripts section that is called rvk1 to rvk2 or something like that.
I think it transfers information from one mesh to another, even vertex transforms if the vertex numbers are the same.
Don´t know how to use it, but maybe if you search the web for it you´ll find out.

RVK1 to RVK2 works only for two objects with the same vertex order.

To make the topologies of both objects be the same (thus morphable), even if they have different forms, you can use retopo, which is in fact a new feature in 2.43.

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tolobán you wouldn’t happen to know of any tutorials to do this would you? I’m trying to figure out how to retopo 2 humanoid figures to have the same topology and have been having problems retopoing (sp?) all the way around a 3d figure.

I know of a retopo video by Kattkieru, and one tutorial in the wiki pages, although they focus on creating new objects. I have done what you describe. I turned a female body to a male form and it was not difficult at all.

In this case it is not a good idea to do a “retopo all”.

I have the two figures in two different layers to easily hide any of them. I go setting the 3d view around the body and select a few vertices which are on the surface most perpendicular to the camera. To make them conform to the other object’s surface, I press G and Enter key without dragging anything. Sometimes I do drag of course to make adjustments.

Sometimes G will do nothing if you don’t really “grab”, but just changing the view a bit (like turning the mouse wheel one step up then down) will make it work. Be careful with the vertices you choose, very often they belong to the opposite side.