[Bf-committers] New Modifier : Morph Target
j.zolcik at allblue.pl
Tue May 27 18:13:14 CEST 2014
As you probably remember 1 year ago I was working on my own version of
but because of a lack of time never got a chance to "rewrite" it to
implementable version. Recently (actually week ago) I started sorting my
code a little bit. If you are not in a hurry I will be able to
"present" some patches soon.
As I remember functionality was very remotely duplicated and I am not
sure if my modifier would be ever good enough for actual
implementation, but I would appreciate a week or two to be able to
On Tue, 27 May 2014 10:20:08 -0500
k k <kkmlist at yandex.com> wrote:
> The idea is a bit like displacement modifiier in the context of
> using with subdivision modifier. Instead of using a texture map for
> positions, we will use an actual higher res mesh to morph to. For
> example this can be very useful for animating a low res character
> then applying highres details from a mesh, instead of using a
> displacement maps. In that respect the results will be much more
> precise which can be effectively used for places where mesh precision
> is important (ie landscapes, character interaction) and the final
> look wont be an approximation like displacement would produce. I have
> not tried it but I do not think that we have vector displacements atm.
> Pose space, sounds good :)
> 27.05.2014, 08:05, "Juan Pablo Bouza" <jpbouza at hotmail.com>:
> > Cool Kursad!
> > Yes, in the procedure I'm thinking of, the subdivision level /
> > vertex count of the subsurf modifier that is before MTM should be
> > fixed. Then you could apply a second subsurf modifier after MTM.
> > Well, anyway I think you should concentrate on getting the pose
> > space working first!! :D
> > Cheers!
> >> From: zanqdo at gmail.com
> >> Date: Tue, 27 May 2014 00:24:33 -0600
> >> To: bf-committers at blender.org
> >> Subject: Re: [Bf-committers] New Modifier : Morph Target
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