Select the axis of the surface before dragging the deform mesh out of the bin.
Awesome, thanks!
Thatâs the one.
I would love to know more about this setup, TimâŚ
I also made a little hack using UVâs to animate in and animate out the ext bicubic reshapes. Comes in handy sometimes.
Iâll put it on the portal
It is on the portal. It contains a lot of expressions, so be careful about using reset. It is called BiCubic_Unwrapper
Oh yes. UV stuff is handy. Use this a lot. Also works with distort too. Itâs only maths after all.
Another cool thing you can do with ext bicubics is to hijack the camera blend expression thatâs somewhere on this forum.
Then you can make two different arrangements of vertices and uvs on two different surfaces and animate a morph between them. Way nicer than having to set a bunch of keyframes to get from one shape to another.
Super useful for matching dynamic lens distortion on focus pulls shot on very breathy lenses.
Haha!
Went looking for the camera expression, turns out PlaceYouBetts got there first!
[quote=âPlaceYourBetts, post:8, topic:3960â]
This actually came from blending two extended bicubics to get a morph but I adapted the expression so that is why it comes with a caveat.
[/quote]
spline based warping is superior.
In extended bicubic, you can get pretty close using the move uv/tertex tool. It wonât be exactly the same, though, since it needs the same number of subdivisions in both directions.
