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. > > _________________________________________________________________ > ¡Usá Messenger en todas partes! Sumate a Somos Messenger Siempre y chateá > desde tu celu > http://www.somosmessengersiempre.com/?ocid=TWLH > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers