Ah, I can see why having morphs apply after posing could be very useful. =) If that is the use-case though, wouldn't it make more sense to just have a "shapekey modifier" that lets you select a shapekey and use that data for the morph?
Apologies if I'm missing something, but the way I'm envision MTM right now it does two (arguably unrelated) things: - Allow morphing the mesh at any level in the modifier stack. - Allow morphing from one mesh to another. The first is undoubtably a very welcome addition; I have seen the light and am convinced of that now! =) But the second option almost feels like a separate feature to me? While number one could be achieved with pretty much the "current system" (i.e.: target a shapekey), number two can not. Perhaps I'm envisioning the wrong use-case for this, but what if you made option two dependant on shapekeys as well? I.e.: In addition to the target (control object), have a field that allows you to select a shapekey from that target object. If the target object has no shapekeys it can default to the mesh as-is (like an implicit "Basis" key). Maybe I'm being pedantic now though (if so, please call me out on it!), but in my mind this feels a bit "cleaner" and like it's introducting less "clutter" in the sense of new features/ workflow. I.e.: a mesh morphs from shapekeys only, not shapekeys or meshes (or ...). Another 2 cents in the tip jar, Patrick > From: [email protected] > To: [email protected] > Date: Tue, 27 May 2014 13:45:49 -0500 > Subject: Re: [Bf-committers] New Modifier : Morph Target > > @Jakup > > I remember your thread. Your modifier could be a great addition as well. I > believe that it has uses beyond motion graphic needs or fancy trendy > animation. At this point I am not sure how we can merge both into a single > thing. Please feel free to let me know what your thoughts on the issue of > integration. And if you have a patch page where I can also see the code, that > would be great. > > @List > After going through the discussions here are my take on the general issue of > morphing/shaping need > > * We definitely need a stack based morph controller > --> This could be my modifier (I am going to refer the original post for > actual details. MTM does not try to be SK or be a SK replacement) > --> Some another modifier > --> Revamp the existing SK system to achieve some of that > > * It would be nice to have some kind of shape transforming ability between > arbitrary topologies/shapes. > --> I feel like this should be the repsonsibility of the Shrinkwrap modifier, > so we might need some additional work in that modifier > --> Jakup`s modifier might achieve that, however the way it seems to work > might not be suitable for all usage cases > > > cheers > > kursad > _______________________________________________ > 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
