Non-destructive (procedural) apply as shape key feature / or target key shapes (from other objects)
Non-destructive (procedural) apply as shape key feature (some checkbox for making shape key from modifier without deleting modifier: like in this case youtu.be/e675Ulc7QL4 modifier will be deleted after generating shape key)
Or some "external" linking option for shape keys (for example if user clone object and then want use that modified/edited clone (with same topology) use as shape key user could link that cloned object to shape key).
Also some falloff features for controllling shape key (which vertex will be influenced for shape key would be lovely) like morph tag in c4d - i made this quick demo to show how it coud be used (fore example: mouth riggin but in my example i use simple abstract shapes): youtu.be/o6LhnffHGMs
I already tried library overdrive but its quite slow workflow youtu.be/G_E763oPcD4 and it deletes my driven key shapes every time when i model original model. I could get close with mesh data transfer add-on i guess but could there be smoother workflow? Like the one i demonstrated in youtube video with c4d.
edit: this could be used also in sculpting (i guess): youtu.be/o6LhnffHGMs like generating multiple layers and made those layers into separated models but with realtime link / connection 🤔
And with point level animations user can make more procedural animations when using target objects for shape keys/morph: youtu.be/LGUDEzdTEo0
Sculpt tools with animation features could also made things easier in blender (like having option to use sculpt cloth bruhses for animation - at the moment its quite slow porgess when adding shape keys with cloth brush - some kind of point level animation would be more easier when generating direct/frame by frame animation)
Ssomehting similar needed for more seamless workflow / easier rigging/prodcural animation. Even this workflow which i demonstrated isnt seamless in C4D it will take time to set up and few trics (like baking the derofmed objects to point level and setting expersso things but after all setup it is very fast because of non-destrutcive workflow. - Maybe blender could have more streamlined workflow in future for this kind of animation? Also wondering why grease pencil features can not be used in texture editor (which should have also keyframe animation features in my opinnion) like 2d face texture rigs with animal logic (and softimage): fxguide.com/wp-content/uploads/2014/02/lego_animation.mp4 (start from 50sec->)
Sorry that i bother you with these "ideas"
3 Comments
So what i am suggesting is kind of realtime topology transfer (between two similar topology objects) - and controlling that morph stage with falloff featured object. Maybe it could be modifier.
youtu.be/LGUDEzdTEo0 and with point level animations you can made nice procedural animation effects. So somehting similar needed for more seamless workflow / easier rigging/prodcural animation.
Sculpt tools with animation features could also made things easier in blender (like having option to use sculpt cloth bruhses for animation - at the moment its quite slow porgess when adding shape keys with cloth brush - some kind of point level animation would be more easier when generating direct/frame by frame animation)
at the moment i can just copy different states of object and make static previews (and if i want to update those shapes i need to update them manually) Here is my blender rig test: youtu.be/HSvJ_PP9Csk :/ so its quite slow process. realtime linked shape key states from original objects would be nice (and better if two way interaction - that clone and original's shape key modification would affect transfer data).
I also wonder could this be used in sculpting: youtu.be/o6LhnffHGMs like generating multiple layers and made those layers into separated models but with realtime link / connection 🤔