This document discusses techniques for morphing between 3D meshes, specifically vertex tweening. It describes how vertex tweening can be used to independently move vertices between source and destination positions over time using a blending factor. However, vertex tweening alone has limitations as it requires start and target meshes to have identical structure. The document then describes how to project vertices from one mesh to another to calculate relative destination positions, allowing morphing between meshes of different structure. It provides formulas and examples of implementing this using DirectX.