> and works not only on planar objects but any mesh.

yes, thats one of the goodies of this class.
using an optional offset and the multiply handler you also can achieve other 
things
for instance the same avatar could look fat or thin. 

here a few (old) examples...

http://www.closier.nl/playground/normaluvmodifier/nm1.swf
http://www.closier.nl/playground/normaluvmodifier/nm2.swf
http://www.closier.nl/playground/normaluvmodifier/nm3.swf
http://www.closier.nl/playground/normaluvmodifier/NormalUVModifier_uvelevate_2.swf
http://www.closier.nl/playground/normaluvmodifier/NormalUVModifier_uvelevate2.swf

another aspect is the option to apply. Meaning until you apply, its still 
original mesh+distort
if you apply, you can then modify again from previously modified state.
This would allow clay modeling for instance... a position map would be a great 
addition to this class for this particular purpose.

I haven't pushed too much back then, but you could easylly implement 
normalmaps+factor as well.
as a result you could have very cheap collision detection in terms of cpu with 
a free directional vector if the mesh was a terrain for instance...
the vector readed from the nm map would give you a logical force or direction 
for a sailboat alignment if it was a wavy surface...

Fabrice

On Oct 4, 2010, at 2:57 PM, savagelook wrote:

> http://savagelook.com/blog/away3d/away3d-morphing-with-heightmapmodifier
> 
> OK, I promise this will be the last demo with mesh morphing!  I just
> wanted to act on Fabrice's suggestion (found here:
> http://groups.google.com/group/away3d-dev/browse_thread/thread/c1dd3342fabf1de1?hl=en)
> to use the HeightMapModifier instead of SkinExtrude for my dynamic
> height map morphing demos.  And of course, he was right.  Thanks for
> pointing me in the right direction.
> 
> The code (included) is a good bit simpler and works not only on planar
> objects but any mesh.  The demo uses a plain sphere so it is easy to
> see how the original shape is affected by the HeightMapModifier, but
> you could theoretically use any mesh you want.  It also runs faster
> than my previous demos.
> 
> Also, just for fun, I threw in an EnviroBitmapMaterial on the mesh, so
> if you wanted an example of to create a shiny, reflective material,
> check it out.

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