Hi tobias I developed this modifier as the first part of a more complex project: to have a subsurf modifier with different levels of subdivisions for each face (and hence, to control the level of subdivisions with a vertex group).
The problem is, if you want to fly uppon a landscape in Blender, you have two choices: * Have a detailed terrain with tenth of millions of vertices (and Blender is not so good whith such heavy meshes…), or… * Have a coarse mesh, just fine for far away parts, but awfull when comming nearer of the camera! So, my idea was to automatically adapt the subdivision of the terrain mesh based on the distance of the vertices from the camera object. You then add a displace modifier, and you have dinamically LOD variations! But this not of course the only way to use the WeighVGroup modifier – in the doc, I put a small example of using it to control a Wave one (http://wiki.blender.org/index.php/User:Mont29/WeightVGroup/Man#Example). It might be usefull with all vgroup-using modifiers (Armature, Mask, etc.). Also, I think I’ll try to add other modes of weighting (e.g. use a texture to set the weights, etc.). But right now, I’m working on the adaptive subsurf (I called it WeightedSubsurf ;) ), i.e. the other part of the original project. Bastien _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers