The main difference of this modifier has to do with order of operations, even discarding (or ignoring) topology mapping. shape-keys always happen *before* anything on the modifier stack. This is similar to the edit mesh modifier in MAX and perhaps there is some sort of tweak modifier in Maya, but I don't know about that.
Pose space mapping would be a good feature for animation I guess! I understand it as 'make it magically work as a correction shape on top of armature modifier' ;) Mapping topology to arbitrary shapes is interesting, however, I'm skeptical that it could be fast enough or accurate enough for animation use (at least for enabling in the view-port) but it could be a cool re-topology tool, or for sweetening shapes on render. On Tue, 2014-05-27 at 18:39 +0200, patrick boelens wrote: > After thinking about this for a bit I think the main strength of this > modifier would come from it's arbitrary topology mapping. Others have brought > up subdivided -> low-res mappings and vice versa, which would be a big first > step in this. > > After that - and perhaps I'm thinking way outside the scope here - it would > be amazing if we could morph even something as simple as a subdivided plane > into a face e.g. (I'm thinking projection along (an) axis now). > > At that point I think there would be more than enough differences to and > advantages over shapekeys for it to warrant its own modifier hands-down. For > me personally the one-on-one mapping of vertex positions would seem like the > biggest workflow challenge this modifier doesn't yet solve, and is what keeps > me slightly wary of this being a modifier that adds an extra layer of > complexity for relatively little gain. If all we want to achieve is shapekeys > in the modifier stack, I would probably vote for just that: a shapekeys > modifier that simply can't be placed below topology-changing (adding or > removing) modifiers in the stack. > > Just my $0.02, > Patrick > > > Date: Tue, 27 May 2014 18:13:14 +0200 > > From: [email protected] > > To: [email protected] > > Subject: Re: [Bf-committers] New Modifier : Morph Target > > > > Hi, > > > > As you probably remember 1 year ago I was working on my own version of > > "Morph > > Modifier" > > (http://blenderartists.org/forum/showthread.php?289299-Morph-Modifier > > but because of a lack of time never got a chance to "rewrite" it to > > implementable version. Recently (actually week ago) I started sorting my > > code a little bit. If you are not in a hurry I will be able to > > "present" some patches soon. > > > > As I remember functionality was very remotely duplicated and I am not > > sure if my modifier would be ever good enough for actual > > implementation, but I would appreciate a week or two to be able to > > compare. > > > > Cheers, > > > > On Tue, 27 May 2014 10:20:08 -0500 > > k k <[email protected]> wrote: > > > > > Juan > > > > > > The idea is a bit like displacement modifiier in the context of > > > using with subdivision modifier. Instead of using a texture map for > > > positions, we will use an actual higher res mesh to morph to. For > > > example this can be very useful for animating a low res character > > > then applying highres details from a mesh, instead of using a > > > displacement maps. In that respect the results will be much more > > > precise which can be effectively used for places where mesh precision > > > is important (ie landscapes, character interaction) and the final > > > look wont be an approximation like displacement would produce. I have > > > not tried it but I do not think that we have vector displacements atm. > > > > > > > > > Pose space, sounds good :) > > > > > > cheers > > > > > > > > > > > > > > > 27.05.2014, 08:05, "Juan Pablo Bouza" <[email protected]>: > > > > 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 > > > >> > > > _______________________________________________ > > > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
