[Bf-committers] Shapes / Shape Keys - confusing terminology

Nathan Vegdahl cessen at cessen.com
Sun Nov 1 15:53:38 CET 2009


Ah, I skimmed too quickly, and didn't realize Matt had made such a
specific terminology proposal.

-1 blend shapes
+1 shapes

--Nathan V

On Sun, Nov 1, 2009 at 2:42 PM, Damir Prebeg <damir_prebeg at yahoo.com> wrote:
> I think that Mike has just stated that Maya's Shape Keys equivalent is called Blend Shapes. He has not proposed Blend Shapes as new name for Shape Keys.
> I agree with Matt and Mike and I also think that word key should be reserved for stuff related to keyframes. I've had a lot of troubles to understand Shape Keys just because of that weird terminology. I think that I'm not the only one. That should be changed in 2.5.
>
> --- On Sun, 11/1/09, Mango Jambo <moraesjunior at gmail.com> wrote:
>
> From: Mango Jambo <moraesjunior at gmail.com>
> Subject: Re: [Bf-committers] Shapes / Shape Keys - confusing terminology
> To: "bf-blender developers" <bf-committers at blender.org>
> Date: Sunday, November 1, 2009, 2:09 PM
>
> +1 for Blend shapes.
>
> Moraes Junior - aka mangojambo
> 3D Artist Animator
>
>
> 2009/11/1 Nathan Vegdahl <cessen at cessen.com>
>
>> +1
>> I'm good for calling them "blend shapes".
>>
>> --Nathan V
>>
>> On Sun, Nov 1, 2009 at 1:43 AM, Matt Ebb <matt at mke3.net> wrote:
>> > 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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>> > Bf-committers at blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
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