[Bf-funboard] Suggestion: Mesh nodes
Leandro Inocencio
cesio.arg at gmail.com
Sun Dec 28 00:55:58 CET 2008
This is a peach commit,
http://lists.blender.org/pipermail/bf-blender-cvs/2007-November/011843.html
here is a refactor doc for the actual modifier stack for cleanup.
http://wiki.blender.org/index.php/Modifier_API_Refactor
El sáb, 27-12-2008 a las 23:39 +0000, Michael Crawford escribió:
> On Dec 27, 2008, at 11:24 PM, bassam wrote:
>
> > This is something the devs (ton/aligorith/artificer/others) have
> > talked
> > about before. I agree it would rock ), but requires 2.5 work to
> > stabilize to give the right framework, and to leave time for such a
> > project.
> > Ton even spoke of nodal constraints (which has some distinct
> > possibilities) as being an easier task. He also mentioned that nodal
> > modifiers would possibly work only on the 'deformers' i.e. modifiers
> > that don't generate new geometry.
>
> The same limitation applies in Maya (you can do it, but it won't
> work... if you blend shape A to shape B and the vertex numbers don't
> match, you get unpredictable results). Perhaps there could be a
> "nodes" modifier (that could then be edited) to insert into the
> existing node stack to get around this limitation. That could provide
> a nice hybrid of nodes on top of the existing system.
>
> It's great to hear that it's being considered at all, though. I've
> been waiting a long time for that feature.
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