Daniel

Originally I wanted to integrate the SK to modifier system (because it is just 
much more flexible that way). The shapekeys is  a modifier too, however it 
looked too embedded in the internals of Blender (at least to me ). That is why 
I thought I should work on a fresh and a simpler one. I am not a full time 
seasoned coder, I am an artist first so my understanding of the Blender 
internals is not as deep as our devs. They might have a different take on the 
issue.

The Shapekey stuff keeps data about morphs and might have other features that 
MTM does not have.  That is why I do not think that having a secondary modifier 
that achieves the similar thing is not so strange to be honest. This way it can 
evolve into something else, something more general purpose as well, while SK 
can stay as it is or integrate new features around the original premise.

We actually might want SK to stay where it is, because in some cases it is 
going to be more useful than MTM. For example it is going to be easier to deal 
with it when keying  a lot of morph shapes just because of the interfacing. MTM 
can be used just for that purpose too but doing hundreds of morphs is going to 
be just more efficient with the SK system in terms of cpu cycles and keying  in 
my view. 

As I mentioned in my op I am thinking to integrate things like vertex color 
morphing, weight morhing(copy weights from another mesh), and other vertex 
level mesh properties into this modifier later which is not necessarily the 
domain of SK system. Morphing in SK context means just shapes. However I want 
to take this a bit further and make it as blending any kind of property that a 
mesh component can hold with this modifier  At the moment MTM conveniently 
blends "positions". So a name change can be eminent to be more concise.

I hope it makes sense


cheers

kursad



cheers

k
 


27.05.2014, 01:25, "Daniel Salazar - patazstudio.com" <[email protected]>:
> 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
>
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