|The etymology of Slurph:
"Slurp" means the same in Dutch and English, its noisy sucking of a
beverage. The 'slurph' effect resembles this, the vertices are 'sucked'
sequentially to its next key position. At the time I wrote that effect,
everyone was into Morphing, hence the addition of an 'h' to 'slurp'.
And finally, a 'slurf' is Dutch for the elephant's trunk, something
that really sucks!
|This option is only available if there are VertexKeys. The "Slurph" value specifies a fixed delay for the interpolation of Keys pervertex. The first vertex comes first, the last vertex has a delay of "Slurph" frames. This effect makes quite special and realistic Key framing possible.
Watch the sequence of vertices carefully with Meshes. The sequence can be sorted with the commands EditButtons->Xsort and EditButons->Hash. Naturally, it is important that this occurs before the VertexKeys are created, because otherwise quite unpredictable things can occur (however, it can be nice for Halos).