Sweet stuff in the video

The need for the Unwelded edges is because the polys are supossed to come apart with the displacements?
Here's a possible (REAALLLL STUPID AND A BIG WORKAROUND) solution to automate that task a bit more.
I used Feeney's model to illustrate this:
Layer1: the model
Layer2: Unwelded everything and set Subpatch Weight to 100%. Make sure you have no triangles or you going to have trouble with subpatch. If you GOT TO have those triangles this need to be made with Catmull.
Layer3: Freeze at a high level, i used 9, for example(this will be your percentage control). Notice that the first 2 edges will be tighter to the edge of the polygon.
Layer4: Still Unwelded, Select all polys, Select Outline Points, Invert, Sel Switch to Polygons, Create a surface (green:center poly). Invert Polygon selection, create a surface (red: Margins). Still Unwelded, select 1 Polygon from Point Statistics, Expand selection, Sel Switch to Polygons, create a surface ( blue: Corners).
Layer5: Select each surface and Merge Polygons (Corners doesn't need).
Now to clean up the points, select Corners surface polygon, Sel Switch to points, Invert, Delete. Now you can Merge.
(optional)Layer 9 and 10: This is was i did in the other thread; use the object you just got and run Mesh Reknitter plugin. Do the same for a copy of the original model, Freezed at subpatch level 3 with no SubP weight. Use background to morph and thats how that gets animated in Layout, over Nodal Displacement.
This might require a video no? ehehe. But doesn't look worth it. Like, 5 ppl like this subject
Cheers
This would be so much easier with a tool that could cut like Subpatch Freeze with percentage input