[Bf-animsys] Shape key editing enhancements

Daniel Salazar - patazstudio.com zanqdo at gmail.com
Thu May 8 05:21:58 CEST 2014


That's exactly how it's done in that example implementation. Seems
simple to setup :)
Daniel Salazar
patazstudio.com


On Sun, May 4, 2014 at 8:32 AM, Grigory Revzin <revzingg at gmail.com> wrote:
> Thanks for suggestions! I think Radial Evaluaion is at least partially
> doable in scope of GSoC (I have to remember I have a lot of stuff to
> code already :)
>
> I can think of the this implementation: the user can assign an Empty
> to a mesh keyblock that is used for evaluating the vertex positions.
> Twist and Curvature can be an animatble RNA property.
>
> On Thu, May 1, 2014 at 8:11 PM, Bassam Kurdali <bassam at urchn.org> wrote:
>>
>> Another interesting thing is to allow local deformations to act as drivers for further deformations. (this would require depsgraph support) This is used to drive wrinkles (for example) when skin is deforming.
>> On Sun, 2014-04-27 at 14:51 -0600, Daniel Salazar - patazstudio.com
>> wrote:
>>> Oh great! Maybe you can have a look at this very useful feature!
>>>
>>> http://www.paolodominici.com/products/zvradialblendshape/
>>>
>>> On Apr 26, 2014 11:03 AM, "Grigory Revzin" <revzingg at gmail.com> wrote:
>>>         Hi everyone!
>>>
>>>         A few days ago, I've been accepted into Blender's GSoС to
>>>         develop a
>>>         significant update on the shape key editing workflow.
>>>
>>>         The update is planned to bring in
>>>         1) a new UI that makes browsing, comparing, and blending
>>>         (adding or
>>>         interpreting shape keys) between shape keys much easier
>>>         2) proportional falloffs for Blend from Shape like here:
>>>         http://www.youtube.com/watch?v=274Do-PULb8
>>>         3) the editing now happens on a scratch shape key which is
>>>         automatically committed to the active shape key by default
>>>         (exactly
>>>         how the current interface behaves), however, you can manually
>>>         commit
>>>         it to another shape key (if you've edited the wrong one),
>>>         compare it
>>>         with the
>>>         4) one will be able to edit the shape key on top of a mix
>>>         (like now
>>>         with Apply Shape Keys in Edit Mode pressed), but the mix can
>>>         be
>>>         independent from the existing animation
>>>
>>>         More details with UI sketches are situated here:
>>>         http://wiki.blender.org/index.php/User:Revzin#From_the_user.E2.80.99s_POV
>>>
>>>         The ideas for the update originated back when I was creating a
>>>         shapekey-based facial rig with around 150 shape keys for later
>>>         use in
>>>         Source Filmmaker :)
>>>
>>>         I'll be happy to hear opinions and ideas about the proposed
>>>         design.
>>>
>>>         Thanks,
>>>         - Grigory
>>>         _______________________________________________
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>>
>>
>>
>>
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>
>
>
> --
> Г. Г. Ревзин
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