Can a model change from mesh to mesh during the it animations cycles?
Or does it have to be the same form with bone movement only?
Joe Foe has two meshes-the 'default' body mesh and the 'skull' mesh. It's
the skull twice, once with the body and on its own: when Joe Foe dies, it switches
over to the floating skull mesh. It looks like I can switch over to another mesh
like this and in the switch-mutate the body. Looks like making a transformation
from Bruce Banner to Hulk or a Transformers change would not happen. Any ideas on this? Thanks_giantrock73
If by transformations you mean morph the mesh, then no, I don't think that is possible.
The reason Joe Foe has the skull mesh is when he dies, it hides the default mesh and shows the skull mesh; it may be possible to 'fake' the type of transformation you desire, but it would not be the most feasible; what I imagine you'd have to do is make a separate mesh for each 'frame' in the transformation, then show/hide the appropriate meshes through scripting. This may or may not work, I don't know for certain.
With the Marathon sprites-got so used to working surreal changes as the 2D animation can go anywhere.
As with the Joe Foe alternate skull, the death scripting sequence disappears the Joe Foe suit and skull and leaves the alternate skull with projectile trails for the death. There is a possibility of scripting at major events between animation sequences a change to an alternate mesh. Looks like any kind of morph is not going to happen-but there are some possibilities here.
Thanks_giantrock73
Morphing could work, you animate the arms/legs to move to the same places as the other character then fade the mesh (or texture). If it has to get bigger use the API for scaling a model

.
Enlarging Joe Foe's second mesh, the Skull for the Dying mode, to a scale of 5000
or more makes the Joe Foe instantly enlarge to a giant skull when shot and then
reduce in size or fade out like a balloon. I could see working with this in scripts to
get all kinds of different changes. Have to look up the API for scaling. Thanks_giantrock73
The one problem is when importing a new head mesh to replace the Skull-it does not import
into the head position, but at the feet, and can't find a tool to raise it into the head position.
To change the position of vertices, select them and choose "Vertexes -> Nudge".
Then enter the position and click ok. You will probably have to play around with the numbers a little until you find the correct position.
Thanks_kept going back to this and could not figure it out. To raise a hitbox-there
is a coordinate box and it's straight forward. Started working with the bone coordinates but never moved onto vertices_giantrock73