[Bf-committers] New Modifier : Morph Target

Thomas Beck software at plasmasolutions.de
Tue May 27 19:07:22 CEST 2014


Hi Jakub,


as you know I wrote you from time to time asking how the modifier is coming
along... I really think that the combination of your work and Kursads is
pushing Blenders limits further! I see the "Morph" modifier mainly for
Motion Graphics where you often want to transform one object into another
so I can only encourage you to keep on writing your mod...

Kursad maybe you both could connect on IRC and talk a bit about synergies
between your two ideas. I will take a look at your modifiers current state
this weekend.

Many greetings, Thomas


2014-05-27 18:39 GMT+02:00 patrick boelens <p_boelens at msn.com>:

> After thinking about this for a bit I think the main strength of this
> modifier would come from it's arbitrary topology mapping. Others have
> brought up subdivided -> low-res mappings and vice versa, which would be a
> big first step in this.
>
> After that - and perhaps I'm thinking way outside the scope here - it
> would be amazing if we could morph even something as simple as a subdivided
> plane into a face e.g. (I'm thinking projection along (an) axis now).
>
> At that point I think there would be more than enough differences to and
> advantages over shapekeys for it to warrant its own modifier hands-down.
> For me personally the one-on-one mapping of vertex positions would seem
> like the biggest workflow challenge this modifier doesn't yet solve, and is
> what keeps me slightly wary of this being a modifier that adds an extra
> layer of complexity for relatively little gain. If all we want to achieve
> is shapekeys in the modifier stack, I would probably vote for just that: a
> shapekeys modifier that simply can't be placed below topology-changing
> (adding or removing) modifiers in the stack.
>
> Just my $0.02,
> Patrick
>
> > Date: Tue, 27 May 2014 18:13:14 +0200
> > From: j.zolcik at allblue.pl
> > To: bf-committers at blender.org
> > Subject: Re: [Bf-committers] New Modifier : Morph Target
> >
> > Hi,
> >
> > As you probably remember 1 year ago I was working on my own version of
> > "Morph
> > Modifier" (
> http://blenderartists.org/forum/showthread.php?289299-Morph-Modifier
> > 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
> > compare.
> >
> > Cheers,
> >
> > On Tue, 27 May 2014 10:20:08 -0500
> > k k <kkmlist at yandex.com> wrote:
> >
> > > Juan
> > >
> > > 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 :)
> > >
> > > cheers
> > >
> > >
> > >
> > >
> > > 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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