>Sounds like you're confusing a 2D morph and a 3D morph. If you're using just
>one polygon you're not placing enough warp points for the software to properly
>extrapolate what you want to see. You'll need a mesh instead of one polygon
>and not turn on Surface Morph at all.
Alan, thanks for the comments to my question re: morphing, and my problem with
the surface map not following the object properly during the process. Note
that I am not "confusing 2d and 3d morphs", as you suggested. I'm intentionally
trying to include 2d-type morphs within my lightwave scene. Brent Malnack
wrote an article about my technique in the Sept. issue of VTU, if you aren't
clear on what I'm talking about. Note that I mistakenly said that surface
morphing was used when, in fact, it was not. The appearance of a surface
morph was accomplished by the dissolve I built in. Please explain what a
single polygon has to do with the number or warp points, and why it needs to
be a mesh object in order to work properly... I don't understand the
relationship between these two. My 2d morph objects have hundreds of points
(and yes, each has the same amount of points). The geometry morphs fine. The
surface texture doesn't.... I've used this technique in the past as an easy way to intigrate 2d morphs in my 3d scene (without having to generate the 2d morphs separately). I seem to suddenly be having a problem, and wondered if it is
with 3.5 or if I've just been lucky in the past 8)