hi. Jason:
Meta-Sculpting is a very interesting idea, both in the simplified "retain brush stroke input" and in a form closer to the implicit canvas. As an observer, I would like to comment that retaining brush stroke input is valuable information, and can lead to many interesting possibilities. A couple of ideas that occurred to me when reading your proposal included: * Animations could be expressed with a series of gestural strokes, instead of only keyframes. Do such systems already exist outside of research papers? [1] (I'm not talking about gestures in 3D Object mode [2].) * Record brush-strokes as they're drawn, and then animate all or selections of recorded strokes later. In my cursory research, only a few tools perform this function in 2D. Are there any that do this in 3D? Very interesting. Good luck! Thanks. have a day.yad jdpf References [1] http://www.snibbe.com/download/publications/academic/1994GesturalThesis_Brown.pdf [2] http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transformations/Basics/Gestures On Apr 3, 2012, at 4:42 PM, Jason Wilkins wrote: > I'll have a chance to write up both of my proposals in detail by early > Thursday I hope. I'm submitting an alternate proposal because I've > been made aware that work on a portable device Blender may cause too > many conflicts. I understand that the two proposals might make very > different decisions about how to raise the abstraction level of > Blender's drawing code. > > This proposal was inspired by Disney's research into an "Implicit Canvas" > > So, Meta-Sculpting: > > The very basic idea is to enable features that would be possible if we > could retain all of the users brush stroke input. One thing we could > do is modify the strokes themselves with sculpting tools, hence the > name, "meta-sculpting." > > (I do not want to go too far down the rabbit hole, but you could also > conceivably sculpt the strokes that modify other strokes... but there > is no need to get that complex.) > > What could we do? > > *Create a path by tracing it along an object. > *Draw hairs onto an object > *Undo, modify, and then reapply strokes to an object with real time > preview of changing parameters > *Create a large set of paths for particles to follow along the surface > of an object > *Use the paths to generate an implicit function, use the implicit > function and dual-contouring to create a new mesh > *Animate the transformation of the paths, and then do any of the > above, but with animation > *Many geometry modifiers could be implemented on paths > *You can project paths into 2D and then use them to do 2D painting > (you could potentially automate a program like MyPaint) > > Paths do not have to lay on a surface either. They could be offset, > or even have a variable offset as you stroke (for hair or feather > paths) > > Of course I cannot achieve all of this in one summer, but I could lay > the foundation. > > If this idea is too strange then I am left with a grab bag of smaller > features. I'm still committed getting done the other paint and sculpt > features I've been working on the past couple of years. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
