I'd like to suggest that the numbering of vertices is maintained through 
the importer. This enables morphing from one shape to another by simply 
transforming each vertex position from its original to a second position.

I.e. Two models with identical vertex numbering are created in external s/w 
and saved (as obj for now).
They both have same topology but the vertices are in different positions 
(e.g. two positions of a heart beating). 
These two models are saved. One is loaded as the model. 
The second is loaded as a morph target and only the verts are loaded. (more 
than one can be loaded for more complex morphs)
As long as vertex numbering (order) is maintained in the loader then 
morphing becomes possible.

Later:
If a normalised 3d vector is calculated, and stored on load, instead of 
just the new vertex positions then this describes the difference between 
the base(first loaded model) and a target shape.
This means the base can be transformed to a fraction of that shape (even a 
negative amount) and many shapes can be blended to make more complex and 
sophisticated effects.
E.g. A head with face shapes for smile, mouth open, pout can be mixed to 
make simple talking head animations.
But first we have to preserve vertex order on load.

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