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
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