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morphing issue

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?

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