[Bf-committers] New Modifier : Morph Target

Bassam Kurdali bassam at urchn.org
Tue May 27 19:41:47 CEST 2014


The main difference of this modifier has to do with order of operations,
even discarding (or ignoring) topology mapping.
shape-keys always happen *before* anything on the modifier stack. This
is similar to the edit mesh modifier in MAX and perhaps there is some
sort of tweak modifier in Maya, but I don't know about that.

Pose space mapping would be a good feature for animation I guess! I
understand it as 'make it magically work as a correction shape on top of
armature modifier' ;)

Mapping topology to arbitrary shapes is interesting, however, I'm
skeptical that it could be fast enough or accurate enough for animation
use (at least for enabling in the view-port) but it could be a cool
re-topology tool, or for sweetening shapes on render.

On Tue, 2014-05-27 at 18:39 +0200, patrick boelens wrote:
> 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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> > > Bf-committers at blender.org
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> > 
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