[Bf-funboard] Special Animation Vertices

Benjamin Freundorfer bf-funboard@blender.org
Fri, 16 Jul 2004 14:11:44 +0200


this tool would absolutely be great! especially because you can invent 
new positions while animating and you reeally can controll the shape of 
the expression without using any sliders, but the model directly.
still, i doubt, you can have like a radius with a falloff for influenced 
vertices - aka automatic assigning. so you would have to assign them 
manually. eg: when moving an eyebrow it would move the "edge" of the 
eyebrow above the eye and then some part of the forehead but then a part 
of the eyehole would move too.

and this tool with manual assigning is pretty similar to bones.
i think i have seen this already on the web in some video

however, i would love to see a redesign of the whole armature system and 
then maybe this feature could be included


J L wrote:

> Hi,
> Currently, Blender supports Absolute Vertex Keys (meshes that can only 
> be translated and rotated during animation), and Relative Vertex Keys 
> (other meshes based on a reference mesh containing a modified shape 
> that can be mixed together to form expressions). As far as I know, I 
> haven't seen any other program with any more than that.
> However, I was wondering if another type of control/vertex/thingy 
> could be added. This type of vertex is added onto a mesh but an object 
> cannot be formed from them alone. These vertices are placed onto an 
> existing mesh in places such as the corner of a mouth, chin, or other 
> facial features, and move the normal vertices nearby (as defined using 
> constraints or weights) when they are dragged to another position 
> nearby. This I assume, would save time and effort when animating, as 
> doing this by bones means that the vertices have to be painstakingly 
> assigned to many bones protruding from the centre of the mesh. Using 
> Relative Vertex Keys means that every vertex has to be moved by hand; 
> or groups selected, moved, adjusted, etc. Wouldn't this tool be good 
> to move everything where it should roughly be before refining?
> Aligorith
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