Rad my use case. I don't use it to bulge. ----- Original message ----- > Why not name it "Bulge"? That is basically what all practical uses are > for this modifier. I tested it yesterday under some circumstances and > the best way to use it, was to stretch something (big bulge) or to > create moving bulges. At the end i came to this little testszenario, > using the warp-modifier 3 times: > http://www.youtube.com/watch?v=RERPLWbUcvA > > Am 25.06.2011 08:40, schrieb Campbell Barton: > > I wasn't really happy with any names, though my second fav is > > 'Transient Hook' :). > > 'Pull' is too closely related to translation IMHO, 'Warp' vague term > > but most correct IMHO. > > also - better discuss this stuff before releases. > > > > one other point, I find it limiting that the area dragged is always > > spherical, the only way around this currently is to use a texture > > which works ok, > > you can for example use a blend texture to bend an object in half > > (through rotation) and taper (through scaling). > > > > On Sat, Jun 25, 2011 at 4:59 AM, Daniel Salazar - 3Developer.com > > <[email protected]> wrote: > > > Ehm, the name is bad IMO. could be "pull" modifier? > > > > > > cheers > > > Daniel Salazar > > > 3Developer.com > > > > > > > > > > > > On Fri, Jun 24, 2011 at 10:48 PM, Daniel Salazar - 3Developer.com > > > <[email protected]> wrote: > > > > 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 > > > > > > > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers
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