[Bf-committers] New WeightVGroup Modifier

Tobias Oelgarte tobias.oelgarte at googlemail.com
Fri Feb 25 14:14:30 CET 2011


As far as i could see and read it uses the distance to the origin of the 
target. Which is pretty fine for your Dynamic Subsurf task. But for only 
mesh weights, i would really appreciate if it could use the (shortest) 
distance to another mesh. That would give this modifier a whole lot more 
possible usages. (Something similar to bone heat weights)

Just for curiosity: Does it change the weights of the affected group 
permanent or on the fly?

Am 25.02.2011 13:42, schrieb Bastien Montagne:
> Hi tobias
>
> I developed this modifier as the first part of a more complex project:
> to have a subsurf modifier with different levels of subdivisions for
> each face (and hence, to control the level of subdivisions with a vertex
> group).
>
> The problem is, if you want to fly uppon a landscape in Blender, you
> have two choices:
>    * Have a detailed terrain with tenth of millions of vertices (and
> Blender is not so good whith such heavy meshes…), or…
>    * Have a coarse mesh, just fine for far away parts, but awfull when
> comming nearer of the camera!
>
> So, my idea was to automatically adapt the subdivision of the terrain
> mesh based on the distance of the vertices from the camera object. You
> then add a displace modifier, and you have dinamically LOD variations!
>
> But this not of course the only way to use the WeighVGroup modifier – in
> the doc, I put a small example of using it to control a Wave one
> (http://wiki.blender.org/index.php/User:Mont29/WeightVGroup/Man#Example). It
> might be usefull with all vgroup-using modifiers (Armature, Mask, etc.).
>
> Also, I think I’ll try to add other modes of weighting (e.g. use a
> texture to set the weights, etc.). But right now, I’m working on the
> adaptive subsurf (I called it WeightedSubsurf ;) ), i.e. the other part
> of the original project.
>
> Bastien
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