test doing a bulge effect with the then called Transform modifier :) http://www.youtube.com/watch?v=gtK4rrPplnI
1 year old vid! somehow 2.5 still seems like the new thing to me! :p Daniel Salazar 3Developer.com On Fri, Jun 24, 2011 at 8:45 PM, Campbell Barton <[email protected]> wrote: > On Fri, Jun 24, 2011 at 7:52 PM, Bassam Kurdali > <[email protected]> wrote: >> 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 > > Warp modifier was used in the Sentel room scene to animate her blanket > (not exciting but was useful in this case apparently). > > Most of blenders deform tools use a fixed set of vertices, since the > warp modifier isn't it gives it a few novel advantages, > > One example is an animal running about under a rug, you want the bulge > to move about and be animated freely without worrying about which part > of the rug. > Shrink wrap could be used too but I noticed ray casts can jitter when > the object moves about, Displace modifier with an object + texture > could be used too, but with displacement you have less control, its > only displacement in 1 direction. > With warp, if you want to displace more you just drag the object more. > To carry the creature-under-rug scenario further - with the warp > modifier you can do squash/stretch/twisting or a temp offset of the > deformation if the creature runs and stops suddenly. > > Not sure if that example is the best, but certainly if you have many > modifiers applied and you end up with a confusing intersection, this > could be used as a bandade without the going through the trouble of > painting a new vertex group and assigning an extra armature. > _______________________________________________ > 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
