What is "morph-list" ? how to use it ?

I create a .egg file :

<CoordinateSystem> { Z-up }

<Comment> { "gedit" }

<Material> Wasser_Mat {
  <Scalar> diffr {0.8}
  <Scalar> diffg {0.8}
  <Scalar> diffb {0.8}
  <Scalar> specr {0.2}
  <Scalar> specg {0.2}
  <Scalar> specb {0.2}
  <Scalar> shininess {12.0}
}

<Texture> Wasser_Tex {
  "../image/4141-normal.jpg"
  <Scalar> format { rgb }
  <Scalar> wrapu { repeat }
  <Scalar> wrapv { repeat }
  <Scalar> minfilter { linear_mipmap_linear }
  <Scalar> magfilter { linear }
  <Scalar> envtype { normal }
}

<Group> Wasser {
  <VertexPool> Wasser {
    <Vertex> 0 {
      -1.0 -1.0 0.0
      <UV>  {
        0.0 0.0
        <DUV> wave { 0.0 0.1 }
        <Tangent> { 1.0 0.0 0.0 }
        <Binormal> { 0 1 0 }
      }
      <Normal> { 0.0 0.0 1.0 }
    }
    <Vertex> 1 {
      1.0 -1.0 0.0
      <UV>  {
        4.0 0.0
        <DUV> wave { 0.0 0.1 }
        <Tangent> { 1.0 0.0 0.0 }
        <Binormal> { 0 1 0 }
      }
      <Normal> { 0.0 0.0 1.0 }
    }
    <Vertex> 2 {
      1.0 1.0 0.0
      <UV>  {
        4.0 4.0
        <DUV> wave { 0.0 0.1 }
        <Tangent> { 0.0 0.0 0.0 }
        <Binormal> { 0 0 0 }
      }
      <Normal> { 0.0 0.0 1.0 }
    }
    <Vertex> 3 {
      -1.0 1.0 0.0
      <UV>  {
        0.0 4.0
        <DUV> wave { 0.0 0.1 }
        <Tangent> { 0.0 0.0 0.0 }
        <Binormal> { 0 0 0 }
      }
      <Normal> { 0.0 0.0 1.0 }
    }
  }
  <Polygon> {
    <TRef> { Wasser_Tex }
    <MRef> { Wasser_Mat }
    <Normal> { 0.0 0.0 1.0 }
    <VertexRef> { 0 1 2 3 <Ref> { Wasser } }
  }
}

Now I want create a UV animation ,but I do not understand the morph-list in .

The morph feature is designed to be used with animation. You will need an animated egg file, which is one that starts with the flag and also contains at least one joint. You can get this kind of egg file most easily by creating an animation in an modeling package like Blender, and exporting the egg file with animation.

Along with your animated model egg file, you will also export an animation egg file, which contains the animation data that will apply to your joints. This is just a table of numbers that define the different rotation of the joints for each frame.

This animation file can also contain a table of numbers for morphs, which will apply to the uv-morph of the same name that appears in the animated model egg file.

You can see the “ripple.egg” file, distributed with Panda3D, as an example of this. It contains morphs of XYZ position and normal, and the animation tables for these morphs also appear in the same file.

Note that if you use Maya as your modeling tool, you can generate one or more Blend Shapes for your model. These Blend Shapes are converted by maya2egg into Panda’s morphs.

I’m not aware of a similar conversion happening for any other modeling converter tool. Morphs are not as popular today as they used to be ten years ago.

David

Thank David . it is work .

<CoordinateSystem> { Z-up }

<Comment> { "gedit" }

<Material> Wasser_Mat {
  <Scalar> diffr {0.8}
  <Scalar> diffg {0.8}
  <Scalar> diffb {0.8}
  <Scalar> specr {0.2}
  <Scalar> specg {0.2}
  <Scalar> shininess {12.0}
}

<Texture> Wasser_Tex {
  "../image/4141-normal.jpg"
  <Scalar> format { rgb }
  <Scalar> wrapu { repeat }
  <Scalar> wrapv { repeat }
  <Scalar> minfilter { linear_mipmap_linear }
  <Scalar> magfilter { linear }
  <Scalar> envtype { normal }
}


<VertexPool> Wasser {
  <Vertex> 1 {
    -1.0 -1.0 0.0
    <UV>  {
      0.0 0.0
      <DUV> 1 { 0.0 0.2 }
      <DUV> 2 { 0.0 0.4 }
      <DUV> 3 { 0.0 0.6 }
      <DUV> 4 { 0.0 0.8 }
      <DUV> 5 { 0.0 1.0 }
      <Tangent> { 0.0 0.0 0.0 }
      <Binormal> { 0 0 0 }
    }
    <Normal> {
      0.0 0.0 1.0 
    }
  }
  <Vertex> 2 {
    1.0 -1.0 0.0
    <UV>  {
      4.0 0.0
      <DUV> 1 { 0.0 0.2 }
      <DUV> 2 { 0.0 0.4 }
      <DUV> 3 { 0.0 0.6 }
      <DUV> 4 { 0.0 0.8 }
      <DUV> 5 { 0.0 1.0 }
      <Tangent> { 0.0 0.0 0.0 }
      <Binormal> { 0 0 0 }
    }
    <Normal> {
      0.0 0.0 1.0 
    }
  }
  <Vertex> 3 {
    1.0 1.0 0.0
    <UV>  {
      4.0 4.0
      <DUV> 1 { 0.0 0.2 }
      <DUV> 2 { 0.0 0.4 }
      <DUV> 3 { 0.0 0.6 }
      <DUV> 4 { 0.0 0.8 }
      <DUV> 5 { 0.0 1.0 }
      <Tangent> { 1.0 0.0 0.0 }
      <Binormal> { 0 1 0 }
    }
    <Normal> {
      0.0 0.0 1.0 
    }
  }
  <Vertex> 4 {
    -1.0 1.0 0.0
    <UV>  {
      0.0 4.0
      <DUV> 1 { 0.0 0.2 }
      <DUV> 2 { 0.0 0.4 }
      <DUV> 3 { 0.0 0.6 }
      <DUV> 4 { 0.0 0.8 }
      <DUV> 5 { 0.0 1.0 }
      <Tangent> { 1.0 0.0 0.0 }
      <Binormal> { 0 1 0 }
    }
    <Normal> {
      0.0 0.0 1.0 
    }
  }
}

<Group> Wasser {
  <Dart> { 1 }
  <Polygon> {
    <TRef> { Wasser_Tex }
    <MRef> { Wasser_Mat }
    <Normal> { 0.0 0.0 1.0 }
    <VertexRef> { 1 2 3 4 <Ref> { Wasser } }
  }
  <Joint> RootJoint {

    <Transform> {

      <Matrix4> {

        1 0 0 0

        0 1 0 0

        0 0 1 0

        0 0 0 1

      }

    }
    <VertexRef> { 1 2 3 4 <Ref> { Wasser } }
  }
}
<Table> animation {
  <Bundle> Wasser {
    <Table> morph {
      <S$Anim> 1 {
        <Scalar> fps { 24 }
        <V> { 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 
              2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9
              4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 }
      }
    }
    <Table> "<skeleton>" {
      <Table> RootJoint {
        <Xfm$Anim> xform {
          <Scalar> fps { 24 }
          <Char*> order { sphrt }
        }
      }
    }
  }
}

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