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I have checked for similar feature requests and could not find any.
I have made sure this is not an already-existing feature.
Description
Currently, path deformation is merely a meshing tool, destructive by directly modifying the meshes under edit. However, users may want to return later to continue adjusting paths, or even animate the paths for the corresponding animation.
Suggested solution
Extend the puppet file format to permanently store path info and parameter bindings.
Connect parameters to paths.
Decide on potential ordering and collision among multiple deformation sources, including multiple paths (if multiple is supported), meshgroups and the basic deformations of meshes.
Render puppets according to stored paths.
Alternative solution
Some also argue that the above features requested may be achieved by the upcoming bone system. The details of the bone system are unclear at this point, but by instinct, for example, using paths to animate lips and using bones to animate limbs, feel like different processes.
Additional Context
No response
The text was updated successfully, but these errors were encountered:
Validations
Description
Currently, path deformation is merely a meshing tool, destructive by directly modifying the meshes under edit. However, users may want to return later to continue adjusting paths, or even animate the paths for the corresponding animation.
Suggested solution
Alternative solution
Some also argue that the above features requested may be achieved by the upcoming bone system. The details of the bone system are unclear at this point, but by instinct, for example, using paths to animate lips and using bones to animate limbs, feel like different processes.
Additional Context
No response
The text was updated successfully, but these errors were encountered: