On Fri, 2011-06-24 at 21:15 +0200, Tobias Oelgarte wrote: > Recently i noticed the "warp modifier" inside the current builds. In my > understanding it works like an improved hook. But i had only very few > cases in which needed hooks anyway. So im a bit puzzled. What is so > special about this modifier? Any known usecases? > > At first i thought you had implemented the "warp tool" as an modifier > and that it would be awesome. But then i tried it and didn't know what > to say. Truthfully i was a bit disappointed. ;P But it gives me a > headache; why we would need this modifier? because it is great! TBH when I first saw it I thought I'd never need it.
it's very much like an improved hook, in that it is based on the difference between a reference and target empty. This way you can move the hook 'target' around without deforming the mesh (say with an armature, avoiding double deform), and then still use it to add a bit on top. use case: adding little tweak controls that let you modify the surface on a rigged character with extra bulges and moves, more specific things possible (e.g. muscles bulges, or in my case the lip-roll in and out motions on the character - invaluable given my choice of face rig.) use case: a hook that, unlike hook, you can 'move it' around the surface, so similar to lattice, you can move the deformation along the surface, for instance, to make a depression that moves around with a thing that causes it. It's a great modifier, but if you don't need it, don't use it. I think it was used in Sintel, so poking around those files might also give you clues. > > Greatings from > Tobias Oelgarte > _______________________________________________ > 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
