Shape keys for multi-resolution modifier
Shape keys are a great way to animate detailed facial motions. However when you have a character with a (relatively) simple base mesh, and a highly detailed multires sculpt, there is no way to create shape keys that utilize the high poly multires mesh (without of course, applying the modifier first).
But what if there where "shape keys" for the multires modifier? There could be a checkbox in the modifier panel to enable sculpting on shape keys. When enabled, you would be able to create shape keys like normal, then sculpt on top of them taking advantage of the higher density mesh.
How would this work? As far as I know, the multires modifier works by storing a displacement for the mesh. This would store many displacements, one for each shape key. Then when you enable a shape key, the modifier will apply the appropriate displacement. When you are sculpting, the modifier will apply the displacement to whatever shape key is currently activated.
By implementing this, it would in a way implement this also.
14 Comments
Crazy that feature is still missing after 6 years...
That would be realy great. I'ts that what I'm missing in Blender.
I really like this idea, and it would really bring a lot of flexibility to animating and give sculptors some of the ZBrush features.
I would propose a button that says "Store Shape Keys" and entering sculpting mode with this setting on, switches to the current shape key, just like editing does. This would bring the feature in seamlessly and still keep consistency.
Yeah, the two main uses would be sculpting layers and animation (especially facial animation). I'm not entirely sure what the process would be (it depends a lot on implementation) but you should be able to easily switch between shape keys in a seamless way that is consistent with the way shape keys work with mesh editing.
This will allow you to do as shown in the video. youtu.be/aHmWZey9r9g
we can already save different multires sculpts by saving out .btx files. We just have no way to load them in any meaningful way or dissolve between them like a shapekey.
I think the best solution would be just to move shape keys to the modifiers stack
What would this feature look like in Blender's interface? Would it use the existing Shape Keys panel in Mesh Properties, or would this be something bolted on to the Multires modifier?
Either approach could work. I'm not sure if one is more achievable then the other from a technical standpoint. But personally I would prefer if it used the existing shape keys system because then it keeps everything in one place.
I'm asking because I think this should be addressed in your proposal. What you're suggesting is an enhancement or addition to the sculpting workflow. It would be best if you were to present it (with mock-ups) in a way that would be most appealing for your workflow.
I think I follow. So, as a user, shape keys would still be managed from Mesh Properties. Is that correct? There wouldn't be any controls in the Multires modifier... it's just that it would respect shape keys set from Mesh Properties.
What happens if the user adds or removes subdivisions on the Multires modifier?
That's right. I think that would be the most seamless approach.
When the user changes the subdivisions it should retain the same displacement, just with more/less geometry. Similar to the way the existing Multires modifier works.
@Jason van Gumster: This is an amazing idea that is implemented already on max, maya, cinema, houdini and SI, a shape key modifier, this decouples the shape key from the mesh intrinsic data and is amazingly flexible, lets you do things like having 2 shape key modifiers, one for low res rigg stuff and one above the multires for detailed offset sculpt. even better, you can sculpt on top of a cached mesh or an alembic file, which is soooo cool for offset movements and tweaks.
@animatect: I'm not saying it's a bad idea. I'm saying that this proposal needs more work in order for it to be truly actionable.