Vertex Parent Modifier
Using Vertex Parent you can bind an object to a vertex, allowing you to stay it relativ on the same spot when editing the object. You can use this for mechanical parts.
I think it would be nice to hace this functionality as a modifier, imagine you have a plate with holes you "drill" with booleans. This somehow works, but the VP will not executed at first, so the boolean messes the vertex positions. As Modifier we could move the VP-Modifier up in the stack so that it will always operate on the base mesh.
13 Comments
I wonder why I can't add a custom Thunbnail? No error? I did not found any requirements like number of post or size or so....
@carsten.wartmann: Was a bug her, fixed. Thanks!
How would a user specify which vertex is the parent?
Good point. An "Baby" 1 or 3 vertex group?
Of course, we can add a Modifier while in EditMode, maybe take the selected vertices?
Or maybe like with the "Pipette" object select but switch to EditMode before?
@___cw: I suppose it would probably work similarly to the Hook modifier.
@Jason van Gumster: Yea, Hook ins somewhat a reverse Vertex Parent :-)
@carsten.wartmann: The Bevel modifier is a generative modifier, which changes the vertex indices, so there is no way to safely assign a vertex as a parent. Imagine drilling right on the parent vertex, making it disappear. What would happen ?
@Caetano Veyssières: Well I can put the "Vertex Parent Modifier" to the top of my stack, so that it wold use the BASEmesh.
If it is not the first (or the first before any generative ones) it can still show red like other modifiers.
Maybe this is also obsolete with Blender 2.8 new depthsgraph
@carsten.wartmann: Modifiers can only be put on the object that is modified (which is the only thing that makes sense). If there was a vertex parent modifier, the modified object would be the child object (since only the child would be affected by it), So you couldn't put it before the Boolean since this modifier would be on the parent object.
Another issue if such a modifier existed would be that when you move the parent, the child would move but not its origin (since modifiers only affect the mesh, not the object). Maybe your idea would work better as a constraint.
Edit : Oh, that's exactly what the "Child of" constraint is. Once you select a target object you can select a vertex group. Looks like the problem is solved to me.
@Caetano Veyssières: Well the "VP Modifier" is maybe not a Modifier, but I don't care as long as it does solve a common problem for me :-) Yes it does not modify anything but the positon of a child element.
And the child of works somehow but also has the problem that it will not work or at least lag a frame behind, or not updating corectly. Thats the depths graph, my suggestion with the VP Modifier is to tell the depth graph how to handle the row of calculating.
@carsten.wartmann: Maybe the new depsgraph in 2.8 will solve the problems you encounter with the "Child of" constraint.
@Jason van Gumster: also it could be like when you assign a material to a face, you go in edit mode and the modifier should show you an "assign" button so you select the vertice that you want to assign it to and apply it.
Argh. Wrong account.