[Bf-committers] Shapes / Shape Keys - confusing terminology
Matt Ebb
matt at mke3.net
Sun Nov 1 01:43:18 CET 2009
Hi,
I've noticed some weird terminology creeping into Blender 2.5, which
we'd better clear up. Thought I'd clarify things here so people can
talk about this with understanding.
In pre-blender-2.40, we had the weirdo name 'relative vertex keys',
which in the 'new' animation system in 2.40 during Orange, we changed
to shapes/shape keys. Part of this was improved in 2.4 but there's
still some weirdness, in the code naming and in the UI.
Right now in 2.5 we are calling 'instances of mesh vertex locations'
as 'Shape Keys'. This is misleading and confusing terminology, since
the word key usually refers to a keyframe, i.e. something that you set
while animating, and makes it makes the process more difficult to
understand. A mesh 'shape key', known in other apps as a Blend Shape
or Morph Target really has little to do with the actual keyframing in
time. So I propose this clarified naming convention:
* Key (or keyframe)
--> A stored state of some data at a single point in time, represented
by the little gold diamond that shows up in the dope sheet.
For example: "Add a location key at frame 10" or "Key the influence of
the constraint".
* Shape (mesh shape, curve shape, etc)
--> A set of vertex locations, as part of a mesh. Known in other apps
as a Blend Shape or Morph Target.
For example "Make a new mesh shape for the character's smile" or
"Delete that shape from the mesh shapes panel"
* Shape Key
--> A stored state of the influence of a shape, at a single point in
time. The Shape key is the actual keyframe, when you've keyframed a
mesh shape.
For example: "Delete the shape key in the dopesheet at frame 15" or
"Bring up the smile strength a bit more and key it"
I'm happy to go and fix this in the UI but unfortunately the code
still refers to keys I believe, which might be a bit of a pain to
change... :/
cheers,
Matt
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