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# 1 08-07-2013 , 12:04 AM
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Join Date: Jun 2013
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Modeling Question - Blend Shapes - Closing a Hole in a Model

Hello All,

I have been struggling with trying to make a consistent group of blend objects for import into Unity where they will be morphed in a sequential animation.

The said objects can be seen in the image attached to this post.

As you can see, the objects need to go from being complex, with a hole, to not as complex with the hole essentially closing between the two surfaces. I am at a loss as to how to accomplish this "illusion" as I know that for blends to work, they need to have the same number of vertices in Unity.

So--my real question comes down to how I would model the inbetweens for something like this. To accomplish what looks like, a blend of a hole closing on an object.

If anyone has any suggestions, that would be great. The answer has been escaping me and another perspective would help.

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