Deform Mesh vs Extended Bicubic

Select the axis of the surface before dragging the deform mesh out of the bin.

Awesome, thanks!

That’s the one.

I would love to know more about this setup, Tim…

I also made a little hack using UV’s to animate in and animate out the ext bicubic reshapes. Comes in handy sometimes.

I’ll 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. It’s only maths after all.

Another cool thing you can do with ext bicubics is to hijack the camera blend expression that’s 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=“PlaceYourBetts, post:8, topic:3960”]
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]

When I had access to Flare, I wanted to mimic something similar to Nuke Gridwarp. With that, you cab add lines where ever you want and not tell subdivision (like with Extended Bicubic) I did not manage to do so with Deform Mesh or Extended Bicubic.

It is so useful to brute force into many shapes.

spline based warping is superior.

In extended bicubic, you can get pretty close using the move uv/tertex tool. It won’t be exactly the same, though, since it needs the same number of subdivisions in both directions.