Mesh Deform Modifier: by loosing part
I suggest a new option for the mesh deform modifier, the apply to apply a deformation like Bend, Twist individually on the same mesh by using loosing parts. For the orientation it uses the entire object's current transform orientation.
This allows to create interesting effects like roofs and skins scales.
1 Comment
As I understand how the modifier stack currently works (it generates a derivative mesh based on the original mesh and the modifier attributes), this would not be an easy thing to implement (if at all). Loose parts within a mesh don't have their own local coordinate system, so there isn't a really good way to apply a simple deform modifier on them.