It's an interesting idea, and it certainly covers the general case. At the very least this seems worth having in Blender until a better solution comes along.
However, at least for rigging applications it's pretty important to be able to sculpt directly on the deformed mesh, at least for armature deformations. This is important for making corrective shape keys, for example. Admittedly it's an under-constrained problem, but I think still solvable? And dunno if this is within the scope of what you're doing, but I would really, really like to see the "you can only sculpt on locked shape keys" restriction removed. That's _not_ an under-constrained problem, since it's just simple vector addition between shape keys. And being able to sculpt shape keys even with other shape keys active would be great for sculpting face shapes, for example. Anyway, good work. For rigging purposes I feel like it's only a stop-gap solution, though. --Nathan On Thu, Oct 21, 2010 at 3:28 PM, Matt Ebb <[email protected]> wrote: > On Fri, Oct 22, 2010 at 6:11 AM, Sergey I. Sharybin <[email protected]> > wrote: >> Hi, Blender Community! >> >> I've been working under fixing problems with sculpting on deformed mesh >> and prepared small page with brief description of problem and way of >> getting rid of it. > > I don't have time to check on this myself at the moment, but want to > say thankyou for working on this Sergey, it's really important! > > > Matt > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
