[Bf-committers] Use cases for warp modifier?

Tobias Oelgarte tobias.oelgarte at googlemail.com
Sat Jun 25 12:58:18 CEST 2011


Why not name it "Bulge"? That is basically what all practical uses are 
for this modifier. I tested it  yesterday under some circumstances and 
the best way to use it, was to stretch something (big bulge) or to 
create moving bulges. At the end i came to this little testszenario, 
using the warp-modifier 3 times: http://www.youtube.com/watch?v=RERPLWbUcvA

Am 25.06.2011 08:40, schrieb Campbell Barton:
> I wasn't really happy with any names, though my second fav is
> 'Transient Hook' :).
> 'Pull' is too closely related to translation IMHO, 'Warp' vague term
> but most correct IMHO.
> also - better discuss this stuff before releases.
>
> one other point, I find it limiting that the area dragged is always
> spherical, the only way around this currently is to use a texture
> which works ok,
> you can for example use a blend texture to bend an object in half
> (through rotation) and taper (through scaling).
>
> On Sat, Jun 25, 2011 at 4:59 AM, 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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