Weld modifier (or group) and Blendshape group
Marked as done, because Geonodes allow this now
Why? What it will give and what is the point?
At first: Blender already have welding algorithm for mirror and array modifiers. So it is easy to implement as basic.
This modifier will help to make non-destructive mix. So it can have such concept:
- Modifier is attached to the parent object. It have common setting of distance for all childs.
- For optimisation it can work with group of vertices ( as other modifiers)
- User can add few objects with their vert-groups to modifier
- different modes for each included shape (radiobuttons):
a) Weld with previous only (the first in the stack will weld with the last in this case) b) Weld with both neighbours c) Weld with all d) subswitch: Weld-all works true (ON) or only with objects, that have selectd vert-groups (OFF, by default)
The second will help to easily mix curves (as Bsurface can) but nondistructively. So just because BSurface exist, this feature is not so desired. At least I can save curves and remake shape again.
If people like this and it will be accepted, I can design good interface and icons of these modifiers. Just because I have more than 1000 icons in portfolio as designer. So I can do it good.
3 Comments
It sounds like the very basic 'remove doubles' modifier I was missing for so long. The use case for us is for instance in tire modelling. We model a segment, use the array modifier to create a flat thread, then a simple deform to bend it into place. But no matter what you do now, there's always an open seam where the tire now closes in on itself.
I also see this modifier beneficial for the coders. Instead of painstakingly rewriting the same function over and over again in each modifier that could use it, it would be a simple and effective building block.
I'm not sure that the term "weld" used here is the same as welding elsewhere in Blender (or in other applications). This seems a lot more like surface skinning (a la NURBS), using shape keys. Is that what you're describing? Is the input actually curves, or are they meshes?
Also, don't wait on designing an interface. The concept is hard enough to get on its own. By including the interface you envision for such a modifier, you're making things a lot easier to understand. Folks can't accept an idea if they're not clear on what it is and how it works.
I guess he could have been more precise, but the idea is good and I have also wanted this in some situations. Basically he wants a modifier which merges vertices based on distance like "Remove doubles" function in edit mode. I think this would be even more useful if vertex group could influence which parts of mesh are influenced, just like in many other modifiers.
Interesting thing is that Animation Nodes has this function as a node and it works in realtime, so it suggests, that it can be done. Of course as modifier this would be much better.