You are looking for something like that.
ID and position need to match. Morphing is moving a point from A to B straight or curvedly. Points have an ID number and a Position. If that is not given, you can morph between equal numbered points, but they will move perhaps very chaotically. If point #12 is placed on a foot and #12 of the target is on the ear, then the point would move from the foot to the ear.
With images, like morphing from one face to another, the main elements (features: eyes, nose, mouth, etc.) will be moved toward the other, while a slow blend between the two images is done.) If the features’ movement and the blending are well matched, the illusion is given that a face morphs into another. For 3D, that would mean to use an FFD - or Camera Deformer, and start with the original shape of object A and deform it over time towards Shape B. Shape B is on end non-deformed but is highly deformed earlier on to match A. You render both separately and find a way to blend them in Post. Often that is done with a border going up or done, perhaps with some distraction (particles) to cover up the trick.
The volume Builder can do those things quickly, but the textures are not supported; that could be done with a projection to fill the middle part of option #2 (above).
Another way to work with #2 is editing (Film-Cut). Here the camera moves in the same way (match cut) for both and is cut, so if it feels like jumping a little bit to progress the action, you get a classic morph as done in movies back in time. It depends on what you like to express.
Don’t get caught up in technical limitations. Find a way that the audience is buying it; that is, after all, the target, right?
Animators often underestimate the power of editing (as well as Montage).
All the best