Nodes needed:
Min_Max node
Binary_Op node located under Math-Scripts library.
Colour Picker in the Objects-Script Objects library.
To start, you need to define the morphs you will need for the deformation, and define how you want to control them. Typically you will control more or less 4 morphs or a mix of those multiples according to your square colour control.
Next you will have to setup you colour map to contain 100 R at the top left corner, 100 G at the top right corner, 100 R and 100 B in the bottom left corner, and 100 G and 100 blue in the bottom right corner.
Now using a combination of binary_ops and min_max nodes you can then seperate the 3 colours into three different morphs. But we need another 4th input.... How do we do this?
Because we only have blue to account for our X axis, we have to inverse it using a combination of the RG data and a self cancellation mathematic feature. We then are able to get a reverse X axis. So using only 3 colour channels we get 4 axis for four different morphs, or more!
I recommend using the Min_Max node because the morphs has an additive matrix to every vertice. If you look left and add the negative values of another morph, you may get results that don't look good......





