[Bf-funboard] RKV: Progressive Edition Mode

Juan Julio Peña Mena jjulio.pena at verizon.net.do
Sat Dec 18 14:44:47 CET 2004


Since heave work is about to start on the animation side of blender, I
find it appropiate to drop in this proposal, maybe one of the developers
can pick it up:  Progressive RVK Editing, or should I say "Propagating
RVK Editing".

Say that you have your CG character, it is rigged and has all the needed
RVKs (Relative Vertex Keys) needed for facial animation ready. So far so
good.

You are keyframing his moves and is then that you realize that for
certain pose you need to modify the geometry of the character.. horror
invades you and chills run down your spinal cord.. you already have
about 20 RVKs (a whole day of work) and they are about to be erased
because the small fix you are about to do!!  (right now, if your mesh
keys have different vertex counts you can't use them as an RVK).

What I propose is a tool that when enabled, any change done in edit-mode
to the base RVK will be passed onto the other RVKS, be it moving vertexs
around, adding or removing faces, etc. etc. etc. 

If the changes on the base RVK are affecting an area that originally
didn't change from the base RVK to the given RVK the changes done while
in "progressive mode" are passed onto the given RVK exactly as are
input.

If the area been subject to change originally was altered from the base
to the given RVK, then the result is an interpollation of what would has
been the chages "as it" and the changes already recorded in the RVK.


Does it makes any sense?

Apollux.
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