Hi Kurdad! Really promising modifier! :D

I can imagine that with the ability to use the modifier stack, it could be 
possible to create morph targets for a subdivided mesh??

So, you have the subsurf modifier, then the MTM, that way you can create shapes 
for a higher resolution model?




> From: kkml...@yandex.com
> To: bf-committers@blender.org
> Date: Mon, 26 May 2014 20:21:44 -0500
> Subject: Re: [Bf-committers] New Modifier : Morph Target
> 
> Hi Bassam
> 
> I am glad that you find it useful too. 
> 
> Using existing shape keys can be a nice addition as well. I will add that to 
> my todo list. One more addition could be that  another script can automate 
> the process of converting it to shape keys and  adding another MTM with the 
> new shapekey(assuming that shapekeys support added)
> 
> At the moment, you do not need to keep your meshes. You can just convert to 
> shapekey however you will loose  having it as a  modifier flexibility, but it 
> is a work around as of now.
> 
> 
> cheers
> 
> k
> 
> 
> 
> 
> 
> 26.05.2014, 19:28, "Bassam Kurdali" <bas...@urchn.org>:
> > Hi Kurdad, this looks GREAT!!!
> > I would have one feature request, probably possible:
> >
> > Instead or as well as using reference other-meshes, to use own mesh
> > shapekeys as reference.
> >
> > benefit is that you then won't have to worry about keeping a bunch of
> > reference objects in the file.
> >
> > Other thing to consider is Lukas Tonne's work on nodal 'stuff' and how
> > close it is - if it is not terribly close I would vote that we include
> > this modifier assuming it passes the review process, very handy for
> > rigging!
> >
> > Cheers,
> > Bassam
> >nder.org/mailman/listinfo/bf-committers
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