[Bf-committers] Blender developers IRC meeting minutes
Bastien Montagne
montagne29 at wanadoo.fr
Wed Jul 6 14:17:43 CEST 2011
I know I’m definitively not of the highest impartiality here ;)
But imho, dynamic paint and weightvgroup modifiers (yes, I’m currently
spliting it in three) are more complementary than competing tools… I
think that, even if it was possible, seting up a DP when you just want
to dynamicaly scale/map/clamp your weights, remove some verts from a
group, or set weights from a texture’s values, would be a bit cumbersome…
Le 06/07/2011 12:00, "Daniel Salazar - 3Developer.com"
<zanqdo at gmail.com> a écrit :
> 'k i also can think that since modifiers don't need any caching or
> progressive calculation this is better fit for rigs and other real
> time constructions:)
>
> Daniel Salazar
> 3Developer.com
>
>
>
> 2011/7/5 Vilem Novak<pildanovak at post.cz>:
>> > Dynamic paint is really great, only thing I dont see for it is distance falloff for brushes or ability to paint with empties
>> > (but its still in development),
>> > and for some tasks it might be just too coplex -
>> > ?its similar to having the simple deform modifier compared to curve modifier.
>> > Many times I missed dynamic weight groups. and, I never used the simple deform modifier.
>> > Cheers
>> > Vilem
>> >
>>> >> ------------ P?vodn? zpr?va ------------
>>> >> Od: Daniel Salazar - 3Developer.com<zanqdo at gmail.com>
>>> >> P?edm?t: Re: [Bf-committers] Blender developers IRC meeting minutes, 3 july 2011
>>> >> Datum: 05.7.2011 20:27:22
>>> >> ----------------------------------------
>>> >> Is there an actual usage example of why this is useful? specially
>>> >> now that dynamic paint has a*flexible* way to animate weightgroups.
>>> >> Dynamic Paint is generic, works with particle systems, custom shapes
>>> >> etc
>>> >>
>>> >> Daniel Salazar
>>> >> 3Developer.com
>>> >>
>>> >>
>>> >>
>>> >> On Tue, Jul 5, 2011 at 5:35 AM, Campbell Barton<ideasman42 at gmail.com> wrote:
>>>>> >> >> - Campbell reviewed patch for Vertex Group modifier, needs to be
>>>>> >> >> split. An open issue still is whether it's good to accept such
>>>>> >> >> modifiers in general... or wait for recode with nodes.
>>>> >> >
>>>> >> > Discussed with Brecht, while these are nicer as nodes, we agree this
>>>> >> > is OK to go into blender.
>>>> >> >
>>>> >> > Left more detailed feedback in the tracker regarding the patch.
>>>> >> > http://projects.blender.org/tracker/index.php?func=detail&aid=26108
>>>> >> > _______________________________________________
>>>> >> > Bf-committers mailing list
>>>> >> > Bf-committers at blender.org
>>>> >> > http://lists.blender.org/mailman/listinfo/bf-committers
>>>> >> >
>>> >> _______________________________________________
>>> >> Bf-committers mailing list
>>> >> Bf-committers at blender.org
>>> >> http://lists.blender.org/mailman/listinfo/bf-committers
>>> >>
>>> >>
>>> >>
>> > _______________________________________________
>> > Bf-committers mailing list
>> > Bf-committers at blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
More information about the Bf-committers
mailing list