[Bf-funboard] Suggestion: Mesh nodes

bassam bkurdali at freefactory.org
Sun Dec 28 01:58:45 CET 2008

yeah, the multimodifier provides limited 'node' type functionality on
the stack, but it is only a kludge for a specific case (mixing armature
and mesh deform modifiers) and not really a good general solution for
many reasons; it only works with the armature modifier and mixing with
some limited modifiers (I believe only mesh deform and perhaps lattice)
but doesn't communicate this well in the interface. it only
'destakifies' one level deep, and again, does not communicate this well
in the interface.

modifier nodes would be extremely useful addition to blender as an
animation tool, but I agree that 2.5 targets have to be limited to make
it possible to get a release in less than 5 years ;)

one possible enhancement that does not involve full modifier nodes would
be a mockup to make multimodifier more 'transparent', for instance, by
highlighting the modifier it mixes with, drawing it with a bounding box,
or something like that, and also  providing feedback for those modifiers
it doesn't work with, etc.

On Sat, 2008-12-27 at 21:55 -0200, Leandro Inocencio wrote:
> 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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