solmax wrote:i think the idea with multiple meshes as blendshapes is kind of a step back. i remember every other program worked that way, until lightwave introduced their so called "endomorphs". nothing more or less than blenders integrated RVK's. this means: different mesh states are all linked to one mesh, wothout the need for additional objects from which the mesh-data should be taken.
the only improvement i currently can think of is easier selection of RVK's. get rid of this strage window with colored horizontal lines! since this is mesh-related, i could imagine a tab similar to the vertex-groups tab, where the user can add new mesh-states ("Add RVK") and select from exisiting. of course selection should be possible in the outliner, too.
I don't agree that the multiple objects is a step back.
It's a very visual solution for data that is there anyway.
It has lots of advantages, i'll name a few:
- A user can see all the morp targets in one view. No need to step truw the keys to find the one you want to alter.
- You can alter a morph target and see what the result is on the master at the same time, no need to switch key off and on.
- The morph target can be modeled with its own Material, subdiv, and any other setting. So also without them.
- Targets are changeble. Try another one without distroying the key information.
- Then there is this crazy idea I had wich I find very difficult to explain but i'll try: the morph target can be a vertex key animation. The basic idea is that it's a liniear animation, like a twitch of a vein that can be blended in. But it could also be a non-liniear animation that has it's timeline connected to the slider of the RVK blender. I'll try to explain: the vertex of the morph target takes the shortest route, that's not always what you want, but if the morph target is an animation, the animator can make a curved route.
- And it's easy to add a new ones.
I think the ui should be done in 3d not in a IPO window with add this and add that buttons. It should be the same as making a parent. click, click, key, done.
So; select morphtarget object(s), select master (active), I-key -> blendshapes. Done, added up to 32 (?) blendshaped without going truw a process of; add button, key selection, edit mode, copy verteces, out edit mode paste verteces, etc... you get the idea.