Hi there! I'm looking for some feedback regarding the following issue.
Background : Character_a is kept in file_a. A scene is created and saved as file_b, and character_a is linked to that file/scene. In that scene, a proxy of character_a's armature is created, and now new actions can be applied to the proxied armature. It's also possible to link standard/reusable actions and apply them to the proxied armature. So, it's easy to keep modelling and animation separated, apply reusable armature actions, tweak layered actions in the current scene, etc. So far, so good! What I think might come handy is the ability to use a similar workflow for shapekeys. That is, if you have a linked character, it should be possible to apply new shapekeys to it, without adding the shapekeys to the character's mesh in the character's own file, but rather create the new shapekeys in the scene file. The main reason for such a feature is that sometimes meshes need tweakings/corrective shapekeys that can only be created when you are inside a particular scene and can see/use the rest of the scene as reference. If there's already a way to do this and I failed to find it, I profusely apologize =) If not, I'm wondering if something like what I described can be done using the python API? My guess is no, the only way to temporary modify the mesh(vertices' positions) of a linked object is to access some data structures that are not exposed to the python API but can only be accessed through Blender's C code? TIA! ps: yes, Blender is amazing! Congrats! _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
