how should i handle (morphing) 4D objects in opengl?

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i want to try writing a playground similar to this 4D toys, so i started learning opengl.
from my current understanding, people use VBOs and uniform transformation matrix for mostly-static objects
(like cubes, skeletal animations etc., which usually just involves transformations)

i also heard that morphing between models also uses VBOs for caching both models, since both of them will be well defined and not so much intermediates.

but in the 4D toys mentioned above, objects are morphing and clipped a lot.
and it is likely that there is no defined models, and many transitions in between.
(it might be a simple square now, and a spiky ball clipped in half later ).
in this case, is updating-vertex-VBO-per-frame or Vertex Arrays(which i saw in another question) a suitable solution?

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