[Bf-committers] Use cases for warp modifier?

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Sat Jun 25 06:59:00 CEST 2011


Ehm, the name is bad IMO. could be "pull" modifier?

cheers
Daniel Salazar
3Developer.com



On Fri, Jun 24, 2011 at 10:48 PM, Daniel Salazar - 3Developer.com
<zanqdo at gmail.com> wrote:
> test doing a bulge effect with the then called Transform modifier :)
>
> http://www.youtube.com/watch?v=gtK4rrPplnI
>
> 1 year old vid! somehow 2.5 still seems like the new thing to me! :p
>
> Daniel Salazar
> 3Developer.com
>
>
>
> On Fri, Jun 24, 2011 at 8:45 PM, Campbell Barton <ideasman42 at gmail.com> wrote:
>> On Fri, Jun 24, 2011 at 7:52 PM, Bassam Kurdali
>> <bkurdali at freefactory.org> wrote:
>>> On Fri, 2011-06-24 at 21:15 +0200, Tobias Oelgarte wrote:
>>>> Recently i noticed the "warp modifier" inside the current builds. In my
>>>> understanding it works like an improved hook. But i had only very few
>>>> cases in which needed hooks anyway. So im a bit puzzled. What is so
>>>> special about this modifier? Any known usecases?
>>>>
>>>> At first i thought you had implemented the "warp tool" as an modifier
>>>> and that it would be awesome. But then i tried it and didn't know what
>>>> to say. Truthfully i was a bit disappointed. ;P But it gives me a
>>>> headache; why we would need this modifier?
>>> because it is great! TBH when I first saw it I thought I'd never need
>>> it.
>>>
>>> it's very much like an improved hook, in that it is based on the
>>> difference between a reference and target empty. This way you can move
>>> the hook 'target' around without deforming the mesh (say with an
>>> armature, avoiding double deform), and then still use it to add a bit on
>>> top.
>>>
>>> use case: adding little tweak controls that let you modify the surface
>>> on a rigged character with extra bulges and moves, more specific things
>>> possible (e.g. muscles bulges, or in my case the lip-roll in and out
>>> motions on the character - invaluable given my choice of face rig.)
>>>
>>> use case: a hook that, unlike hook, you can 'move it' around the
>>> surface, so similar to lattice, you can move the deformation along the
>>> surface, for instance, to make a depression that moves around with a
>>> thing that causes it.
>>>
>>> It's a great modifier, but if you don't need it, don't use it. I think
>>> it was used in Sintel, so poking around those files might also give you
>>> clues.
>>>>
>>>> Greatings from
>>>> Tobias Oelgarte
>>
>> Warp modifier was used in the Sentel room scene to animate her blanket
>> (not exciting but was useful in this case apparently).
>>
>> Most of blenders deform tools use a fixed set of vertices, since the
>> warp modifier isn't it gives it a few novel advantages,
>>
>> One example is an animal running about under a rug, you want the bulge
>> to move about and be animated freely without worrying about which part
>> of the rug.
>> Shrink wrap could be used too but I noticed ray casts can jitter when
>> the object moves about, Displace modifier with an object + texture
>> could be used too, but with displacement you have less control, its
>> only displacement in 1 direction.
>> With warp, if you want to displace more you just drag the object more.
>> To carry the creature-under-rug scenario further - with the warp
>> modifier you can do squash/stretch/twisting or a temp offset of the
>> deformation if the creature runs and stops suddenly.
>>
>> Not sure if that example is the best, but certainly if you have many
>> modifiers applied and you end up with a confusing intersection, this
>> could be used as a bandade without the going through the trouble of
>> painting a new vertex group and assigning an extra armature.
>> _______________________________________________
>> 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