Warp modifier with per-vertex deform
Currently, warp modifier only pools the mesh to certain direction with a falloff, it only takes the deformer object position in consideration. My suggestion is to consider each vertex curve point as a deformer, like what happens in Maya's Wire deform. But if they decide implementing that, please, don't bind the deformer object to the deforming! This makes mesh dynamic subdivision unpractical, because any altering of the deforming mesh polycount takes away deformer object's functionality!
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