[Bf-funboard] Special Animation Vertices

car bf-funboard@blender.org
Fri, 16 Jul 2004 09:46:08 -0400

Great idea! .. Though we are still missing the morph two separate mesh 
objects feature.
For instance, turn one object into a another. Would be good for hot 
swap faces.

On Jul 16, 2004, at 2:06 AM, 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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