[Bf-committers] New Modifier : Morph Target

patrick boelens p_boelens at msn.com
Tue May 27 21:47:47 CEST 2014

Ah,  I can see why having morphs apply after posing could be very useful. =) If that is the use-case though, wouldn't it make more sense to just have a "shapekey modifier" that lets you select a shapekey and use that data for the morph?

Apologies if I'm missing something, but the way I'm envision MTM right now it does two (arguably unrelated) things:

- Allow morphing the mesh at any level in the modifier stack.
- Allow morphing from one mesh to another.

The first is undoubtably a very welcome addition; I have seen the light and am convinced of that now! =)

But the second option almost feels like a separate feature to me? While number one could be achieved with pretty much the "current system" (i.e.: target a shapekey), number two can not. Perhaps I'm envisioning the wrong use-case for this, but what if you made option two dependant on shapekeys as well? I.e.: In addition to the target (control object), have a field that allows you to select a shapekey from that target object. If the target object has no shapekeys it can default to the mesh as-is (like an implicit "Basis" key).

Maybe I'm being pedantic now though (if so, please call me out on it!), but in my mind this feels a bit "cleaner" and like it's introducting less "clutter" in the sense of new features/ workflow. I.e.: a mesh morphs from shapekeys only, not shapekeys or meshes (or ...).

Another 2 cents in the tip jar,

> From: kkmlist at yandex.com
> To: bf-committers at blender.org
> Date: Tue, 27 May 2014 13:45:49 -0500
> Subject: Re: [Bf-committers] New Modifier : Morph Target
> @Jakup
> I remember your thread. Your modifier could be a great addition as well. I believe that it has uses beyond motion graphic needs or fancy trendy animation. At this point I am not sure how we can merge both into a single thing. Please feel free to let me know what your thoughts on the issue of integration. And if you have a patch page where I can also see the code, that would be great. 
> @List
> After going through the discussions here are my take on the general issue of morphing/shaping need
> * We definitely need a stack based morph controller
> --> This could be my modifier (I am going to refer the original post for actual details. MTM does not try to be SK or be a  SK replacement)
> --> Some another modifier
> --> Revamp  the existing SK system to achieve some of that
> * It would be nice to have some kind of shape transforming ability between arbitrary topologies/shapes.
> --> I feel like this should be the repsonsibility of the Shrinkwrap modifier, so we might need some additional work in that modifier
> --> Jakup`s modifier might achieve that, however the way it seems to work might not be suitable for all usage cases
> cheers
> kursad
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