I don't think this would work, unfortunately.  It'd be more feasible
to support "branching" within a single multires modifier, and it's
probably much more practical to simply make sure the existing shape
key tools do what we need.

Joe

On Fri, Jan 29, 2010 at 7:38 AM, Juan Pablo Bouza <jpbo...@hotmail.com> wrote:
>
> Hi guys! This is just a thought...
>
> What if Blender was able to use more than 1 multires modifier per object?
>
> Imagine that you have a highpoly multires character, then, you add a second 
> multires modifier which uses the previous multires modifier as its base. 
> Then, with that second modifier enabled, you sculpt veins, or little 
> wrinkles. The information that the second modifier should store would only be 
> the displacement against the previous modifier, so the file size should not 
> be too big.
>
> The idea would be to control the influence of the second modifier with a 
> driver or something, that way you would be able to have a kind of high 
> resolution shapekey.
>
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