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.