[Bf-committers] Use cases for warp modifier?

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Sat Jun 25 07:04:27 CEST 2011


Oh and with this I believe there can be no further discussion about
the usefulness of this tool

http://zanqdo.com/tmp/blenderknockers.png

Daniel Salazar
3Developer.com



On Fri, Jun 24, 2011 at 10:59 PM, Daniel Salazar - 3Developer.com
<zanqdo at gmail.com> wrote:
> 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.
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>>
>


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