Re: [Bf-committers] MultiRes Shapekeys??

2010-01-29 Thread joe
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  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.
>
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[Bf-committers] MultiRes Shapekeys??

2010-01-29 Thread Juan Pablo Bouza

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.
  
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