One-step single undo will be good to have. This can even include copy/move
operation, if it will be implemented in the future. Also, it is similar to
3d viewport last operation so it stays concise with the whole system.
Just my two cents.
regards
piotr
Piotr Arłukowicz, PhD
University of Gdańsk,
As an outcome of the discussion,
I added a point in the wiki TODO, section render:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render
"Don't render and warn when a driver or pre-render script can't be executed,
a texture is missing,
physics are not baked. Needed e.g. when re
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 cons
Hi
I have created a new modifier (welI I actually created more than a year ago).
I am trying to get it into the trunk because I believe it is very useful and
brings some convenience over the traditional way of doing morphs in Blender.
This patch was reviewed by Psy-fi and PlasmaSolutions (they
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(ass
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:
Hi Juan
Well your question can have many facets. Naturally we cannot do anything like
multires modifier morphing(can be very helpful for saving sculpt states for
example). If you are asking if one could morph the subdivided states (ie mtm
after subd mod literally), in a way yes. The idea wor
Hi Kursad and others, MTM does sound great and I have often wanted
morphing capabilities in the modifier stack, however what about moving
the shapekey system into the modifier stack instead and expanding it
to support linking to other mesh datablocks? It just feels strange
having two layers of defo