Cool Kursad!

Yes, in the procedure I'm thinking of, the subdivision level / vertex count of 
the subsurf modifier that is before MTM should be fixed. Then you could apply  
a second subsurf modifier after MTM.

Well, anyway I think you should concentrate on getting the pose space working 
first!! :D

Cheers!

> From: [email protected]
> Date: Tue, 27 May 2014 00:24:33 -0600
> To: [email protected]
> Subject: Re: [Bf-committers] New Modifier : Morph Target
> 
> Hi Kursad and others, MTM does sound great and I have often wanted
> morphing capabilities in the modifier stack, however what about moving
> the shapekey system into the modifier stack instead and expanding it
> to support linking to other mesh datablocks? It just feels strange
> having two layers of deformations that do almost the same thing.
> 
> best regards,
> 
> Daniel Salazar
> patazstudio.com
> 
> 
> On Mon, May 26, 2014 at 10:06 PM, k k <[email protected]> wrote:
> >
> > Hi Juan
> >
> >
> >
> > Well your question can have many facets. Naturally we cannot do anything 
> > like multires modifier morphing(can be very helpful for saving sculpt 
> > states for example). If you are asking if one could morph the subdivided 
> > states (ie mtm after subd mod literally), in a way yes. The idea works 
> > because I have actually tested it as an interesting case. The other side of 
> > the coin is that  it does not work because it works based on the original 
> > vertex count so morphing happens only every other vertex (subd 1). That is 
> > how the subdivision works, initially adding new details in between 
> > vertices. Basically you get a spikey version of the morph atm.
> >
> > If the modifier checks to see the vertex count changed and if so calculates 
> > positions  based on the new vertex count, the goal can be achieved.
> >
> > This can be effectively used to morph to a copy of the original subdivided 
> > mesh  which holds the actual details, while MTM  artificially can morph to 
> > that subd frozen mesh, however in this scenario you cannot baked it into 
> > shapekeys. Still very useful though.
> >
> > The other restriction can be that you cannot downgrade the vertex count on 
> > the fly, unless we add another option in the panel to juggle between(like 
> > recalculate_vertexcount flag) such mesh states.
> >
> > However this is all hypothetical guesses I have not looked into it to see 
> > if it is actually possible.
> >
> >
> > cheers
> >
> > kursad
> >
> >
> > 26.05.2014, 22:07, "Juan Pablo Bouza" <[email protected]>:
> >
> >>  Hi Kurdad! Really promising modifier! :D
> >>
> >>  I can imagine that with the ability to use the modifier stack, it could 
> >> be possible to create morph targets for a subdivided mesh??
> >>
> >>  So, you have the subsurf modifier, then the MTM, that way you can create 
> >> shapes for a higher resolution model?
> >>>   From: [email protected]
> >>>   To: [email protected]
> >>>   Date: Mon, 26 May 2014 20:21:44 -0500
> >>>   Subject: Re: [Bf-committers] New Modifier : Morph Target
> >>>
> >>>   Hi Bassam
> >>>
> >>>   I am glad that you find it useful too.
> >>>
> >>>   Using existing shape keys can be a nice addition as well. I will add 
> >>> that to my todo list. One more addition could be that  another script can 
> >>> automate the process of converting it to shape keys and  adding another 
> >>> MTM with the new shapekey(assuming that shapekeys support added)
> >>>
> >>>   At the moment, you do not need to keep your meshes. You can just 
> >>> convert to shapekey however you will loose  having it as a  modifier 
> >>> flexibility, but it is a work around as of now.
> >>>
> >>>   cheers
> >>>
> >>>   k/mailman/listinfo/bf-committers
> > _______________________________________________
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