I wasn't really happy with any names, though my second fav is 'Transient Hook' :). 'Pull' is too closely related to translation IMHO, 'Warp' vague term but most correct IMHO. also - better discuss this stuff before releases.
one other point, I find it limiting that the area dragged is always spherical, the only way around this currently is to use a texture which works ok, you can for example use a blend texture to bend an object in half (through rotation) and taper (through scaling). On Sat, Jun 25, 2011 at 4:59 AM, Daniel Salazar - 3Developer.com <zan...@gmail.com> wrote: > Ehm, the name is bad IMO. could be "pull" modifier? > > cheers > Daniel Salazar > 3Developer.com > > > > On Fri, Jun 24, 2011 at 10:48 PM, Daniel Salazar - 3Developer.com > <zan...@gmail.com> wrote: >> test doing a bulge effect with the then called Transform modifier :) >> >> http://www.youtube.com/watch?v=gtK4rrPplnI >> >> 1 year old vid! somehow 2.5 still seems like the new thing to me! :p >> >> Daniel Salazar >> 3Developer.com >> >> >> >> On Fri, Jun 24, 2011 at 8:45 PM, Campbell Barton <ideasma...@gmail.com> >> wrote: >>> On Fri, Jun 24, 2011 at 7:52 PM, Bassam Kurdali >>> <bkurd...@freefactory.org> wrote: >>>> On Fri, 2011-06-24 at 21:15 +0200, Tobias Oelgarte wrote: >>>>> Recently i noticed the "warp modifier" inside the current builds. In my >>>>> understanding it works like an improved hook. But i had only very few >>>>> cases in which needed hooks anyway. So im a bit puzzled. What is so >>>>> special about this modifier? Any known usecases? >>>>> >>>>> At first i thought you had implemented the "warp tool" as an modifier >>>>> and that it would be awesome. But then i tried it and didn't know what >>>>> to say. Truthfully i was a bit disappointed. ;P But it gives me a >>>>> headache; why we would need this modifier? >>>> because it is great! TBH when I first saw it I thought I'd never need >>>> it. >>>> >>>> it's very much like an improved hook, in that it is based on the >>>> difference between a reference and target empty. This way you can move >>>> the hook 'target' around without deforming the mesh (say with an >>>> armature, avoiding double deform), and then still use it to add a bit on >>>> top. >>>> >>>> use case: adding little tweak controls that let you modify the surface >>>> on a rigged character with extra bulges and moves, more specific things >>>> possible (e.g. muscles bulges, or in my case the lip-roll in and out >>>> motions on the character - invaluable given my choice of face rig.) >>>> >>>> use case: a hook that, unlike hook, you can 'move it' around the >>>> surface, so similar to lattice, you can move the deformation along the >>>> surface, for instance, to make a depression that moves around with a >>>> thing that causes it. >>>> >>>> It's a great modifier, but if you don't need it, don't use it. I think >>>> it was used in Sintel, so poking around those files might also give you >>>> clues. >>>>> >>>>> Greatings from >>>>> Tobias Oelgarte >>> >>> Warp modifier was used in the Sentel room scene to animate her blanket >>> (not exciting but was useful in this case apparently). >>> >>> Most of blenders deform tools use a fixed set of vertices, since the >>> warp modifier isn't it gives it a few novel advantages, >>> >>> One example is an animal running about under a rug, you want the bulge >>> to move about and be animated freely without worrying about which part >>> of the rug. >>> Shrink wrap could be used too but I noticed ray casts can jitter when >>> the object moves about, Displace modifier with an object + texture >>> could be used too, but with displacement you have less control, its >>> only displacement in 1 direction. >>> With warp, if you want to displace more you just drag the object more. >>> To carry the creature-under-rug scenario further - with the warp >>> modifier you can do squash/stretch/twisting or a temp offset of the >>> deformation if the creature runs and stops suddenly. >>> >>> Not sure if that example is the best, but certainly if you have many >>> modifiers applied and you end up with a confusing intersection, this >>> could be used as a bandade without the going through the trouble of >>> painting a new vertex group and assigning an extra armature. >>> _______________________________________________ >>> 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 > -- - Campbell _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers