Homeworld Effects Manual: morphAnimDWORD()
morphAnimDWORD(filename mesh, int flag)
Specifies a frame of a mesh animation.
mesh is the filename of a 3D mesh, starting from homeworld\ and including the .geo or .peo extension. flag is usually 1 for the first frame, 2 for the last frame, and 0 elsewhere, but setting it to 0 always doens't seem to mess anything up.
To create a mesh animation, you must follow several steps. First get several meshes that you can morph between. All the meshes involved must have the same number of vertices and polygons, and must be connected in the same way. You couldn't take a Taiidan Scout and morph it into a Kushan Destroyer; the meshes are built differently. The best way to get the meshes is to start with one, then select peieces of fit and move them around to make the next step. Don't create new geometry or delete parts of the original model, or it won't work. Once you have the meshes, put them in Homeworld's directory structure: I reccommend somewhere in homeworld\etg\meshes\, just to be consistant. Finaaly, create an name the mesh animation in the EBG file, between eventStart() and varialble, as seen below:
label(anim_name) morphAnimDWORD(filename1, 0) morphAnimDWORD(filename1, 0) morphAnimDWORD(filename1, 0) morphAnimDWORD(filename1, 0) int 4294967295The label() gives the mesh animation its name. The morphAnimDWORD() commands say which meshes to use, and in which order. The oddly placed int statement marks the end of the mesh animation. The value 4294967295 is important, don't change it, or the game will think your whole file is a mesh animation, which it isn't. Mesh animations are used by calling setmeshAnimation() with the name of the animation.