PRE-POST shapekey switch
Shapekeys have a big, BIG limitation, and this is being computed BEFORE modifiers. While this can be ok, it would be awesome having a checkbox or a toggle to set a shapekey to be computed AFTER modifiers. Just to give an example of how powerful this tool could be, imagine having a shapekey bounded to a vertex group that is guided by a Vertex Weight Proximity Modifier. This way you could dynamically control the shapekey value.
I've prepared a couple of UI proposals for this option (I feel like the second is more correct from a UX perspective)
4 Comments
Keep in mind that "post" shapekeys is a modifier, just stuck at the end of the stack: base_mesh->modifiers->shapekeys So you are making it harder to implement if you don't just code a modifier, as it introduces a whole new concept. In addition, it's somewhat fragile - what if there is a subdivision surface on the mesh before it? or a decimate? If you could place in the stack, you'd be able to choose which modifiers go before or after.
You can work around this with GN right now!!!! Instead of a shapekey, duplicate the object, sculpt / model into a new shape, and transfer attribute by index. (would be nice when asset browser is mature to have 'prefabs' for stuff like this)
Also, what you really want is a kind of shapekey modifier, so you can put it anywhere in the stack.
uhm ok, well, GN isn't that much of a slim workflow, as you told is a workaround. also, yeah, having shape keys as modifiers might be cool, but pre/post shapekeys requires a lot less work at the moment, i think it can be implemented in a couple of days. i'd like a developer pov on this but i don't know how to get their attention on the topic tbh.