Simple morphing with material
Morphing with material can reduce animation production costs. You can also take advantage of the unique feel. Let's make a simple example. Step 1. Material This is the material. The most important thing is how to construct 'the final shape'. There are so many possibilities. In other situations, you can replace it with 'local position' instead of 'world position'. At the middle step, add some noise to make it look magical. Step 2. Update Parameters This is the Blueprint of the Morphing Character. More... Consider these. You can not control details. So, this method may not be effective if it is slowly deformed. You must have the appropriate animation. It is better if the appropriate particle effect is used at the same time. Perhaps the material node graph will become very complex. Optimization is required. It may be better for a projectile than a character. (e.g. Ghost shape arrow)