Hi Ronan! Yep, you're right -- constructive modifiers (like array, mirror, subsurf,...) were disabled when sculpting. This was made to make sculpting more obvious and enable sculpting on deformed mesh.
Main problem of old approach was using undeformed mesh to calculate strokes, which was invisible. This was giving reasonable results while you hasn't tried to sculpt on armatured mesh or on lo-poly mesh with high level of subdivision modifier. Now you could easiy sculpt on armatured/deformed mesh and see actual result of your sculpt, no need to predict place of brush to make stroke as it was with previous implementation. And also deformation became a bit more "correct" -- it's more about direction of displacement on highly deformed mesh (developer's name for such reverse-deformation-calculation si crazyspace) About plans.. Yep, we don't have plans in terms of when and what would be implemented, but we discussed this in out IRC channel and got an idea of re-animating old derived-cage approach which showed both of geometry used for brushes and final result like it's made in edit mode. Problem that we can't use the both of crazyspace correction and constructive modifiers at the same time. So, idea was to use current crazyspace approach by default, but give option to switch to derived-cage approach to be able to sculpt on constructed mesh. But there would be some limitaion, of cource. You'll be still unable to make strokes on constructed parts of mesh and if you've got armatured mesh which is subdivided you'll be able to sculpt on base mesh only (or maybe on deformed mesh by deformation modifiers before constructive modifiers). And there's also quite unclear for such derived-cage approach when we should use it. I'm not sure if automatic entering such mode is good idea, maybe it'll be option in sculpt panels to use such mode.. Anyway, ideas and implementation ways of this are still discussing.. Ronan Zeegers wrote: > Hello Blender developpers! > > I'm a little bit sad to see that 2 really important features where > removed in the latest 2.57 release: being able to work in sculpt mode > with the subsurf and mirror modifier. > Those features are really important for characters/organic modelling... > > After a bit of browsing, a found a word from Sergey: > http://code.blender.org/index.php/2011/01/sculpting-on-armatured-mesh/ > > If I read correclty, there is no plan to put those features back in Blender. > Please... Don't do this... > Right now, my workflow is a bit broken. I'm constantly switching betwen > Blender 2.49 and 2.57. Making me losing a lot of time... > > I know that I'm not the only artist to be annoyed by this: > http://blenderartists.org/forum/showthread.php?215198-Blender-2.57-3-Bad-things-that-we-found...%28at-this-time%29 > http://forums.cgsociety.org/showthread.php?f=59&t=972277&page=2&pp=15 > > Thanx for reading me! > Ronan Zeegers > > /*Postprod 2D/3D* > + 32 (0) 473 45 20 43 > www.ronanzeegers.com / > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey I. Sharybin _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
