Multi target vertex morphing can we written as follows for a vertex V (using 4 meshes):
V = V0 + (V1-V0)*w1 + (V2-V0)*w2 + (V3-V0)*w3
here Vx is vertex position for mesh x and wx is weight of mesh x in morph. optimize equation for faster execution knowing that each mesh can be rendered without being part of morphing equation.
Any idea how to solve this?