[Bf-committers] Fwd: Digital Graphics news & requierement --> SculptMode and ShapeKeys

Ronan Zeegers blender at ronanzeegers.com
Thu Feb 15 22:38:25 CET 2007


Ton Roosendaal wrote:
> Hi dev team,
>
> I don't often forward feature requests (or compliments even!).
> Find below a reaction and feedback from a Belgian 3d special effect 
> studio, long term Blender users and great artists.
>
> Thanks,
>
> -Ton-
>
>
> Begin forwarded message:
>
>> Date: 13 February, 2007 15:16:08 GMT+01:00
>> Subject: Digital Graphics news & requierement
>>
>> Hi Ton,
>>
>> Some excellent new tools and features in blender 2.43! Thanks a lot 
>> for the great Blender job.
>> Actually, we work on a new Belgian Production and you can find some 
>> reflexions below by Iwan who work on this production.
>> Hope we can meet you nearly.
>>
>>  Regards,
>> Serge
>> ---------------------------------------
>>
>>
>> We are currently using the sculpt-tools to make our character 
>> creation pipeline better and easier.
>>
>> It helps out in creating :
>>     •     Displacement
>>     •     Shapekeys
>>     •     Levels of Detail
>> The workflow for this is pretty sweet as is except for a few points.
>> They are mostly about integrating the sculpt-tools with other blender 
>> procedures.
>>     •     Animation/Armatures
>>     •     Shape keys
>>     •     Scripts
>> This is probably something that is already on the todo list and part 
>> of your longer term blender development plan.
>>
>> We would love to see sculpt as an integral part of creating blender 
>> characters and have a few sculpt related requests, from immediate 
>> (hands on) to more long term (strategic) :
>>     1      Being able to use sculpt together with pose mode.
>>  Currenlty sculpt mode references the mesh as it exists in edit mode.
>>  It would be nice to have an xtra button under the multires modifier 
>> that works in the same way as the armature modifier button to :
>>
>> “apply modifier to editing cage during editmode”
>>  That way edit mode would temporarily update to it’s pose mode state.
>>     2      Integrate sculptmode with shapes to allow us to 
>> interactively create and change shapes.
>>     3     Multires to be combined with subsurf .
>> Rig, skin and animate your model on lowest multires level and model 
>> hi-frequency detail and render on higher levels.
>> It would also make the use of displacement maps a choice instead of a 
>> necessity.
>>
>> Thanks again for providing us with an amazing (and ever growing) 
>> open-source 3D platform to work in and looking forward to what’s ahead.
>>
>> Iwan Peter Scheer
>>
>> -- Serge Umé
>> Project Manager
>>
>> DIGITAL GRAPHICS SA
>> 47/11, rue de l'abbaye
>> B4432 ALLEUR
>> Belgium
>> tel +32 4 247 29 01
>> fax +32 4 247 13 17
>> serge.ume at digitalgraphics.be
>> www.digitalgraphics.be
> -------------------------------------------------------------------------- 
>
> Ton Roosendaal  Blender Foundation ton at blender.org http://www.blender.org
>
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I don't understand what happend about using SculptMode with ShakeKey. I 
remember sending a couple of bug report about this in decembre and after 
some corrections by Nicolas, being very pleased to use this feature.

It's very sad to see that the current version of blender is not able 
anymore to sculpt shapekeys... It's a very important feature to work on 
facial expressions

Now I got some kind of error message: "Cannot sculpt on unlocked shape 
key". What does that mean?


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