Shape Keys on top of Cache
Maya can add blendshapes on top of Caches. In blender we are not able to add shape keys/ edit vertex on top of any cache (be it abc/mdd/pc2) Like for eg., it would be really helpful to have an extra control layer on top of the simulated cloth cache or it would be great to add some corrective shape keys on top of the alembic cache of characters that I merged from other packages. If this gets possible, then with addon like Anim All, it will be pretty near to OTOY's Sculptron :)
Edit: So on top of cache modifier, we can maybe add a stackable modifier like "Vertex Animate" or "Additive shape keys" which can also enable you to sculpt - animate on top of cache
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This would be great in production to use blender's sculpt tools for shotsculpt on published animation alembics, sorting out small errors from rigs, or fixing minor cloth-sim issues.
I've been looking for a way to convert pc2 caches on curve objects to shapekeys for over a year. I'm desperate. If anybody knows how to do this, please let me know. (AnimAll is not an option since it creates a shapekey for every single point of the curve object individualy)
Hi everyboy! It´s possible make Shape Keys on top of Cache using Geometry Nodes, you can download the file twitter.com/shapiro_rigs/status/1467609189824569344
Hey pepeland, I checked the file but it seems that the sculpted detail doesn't follow the deformed mesh space. Do you have any tips on how to make it "stick" to the character so that when the character rotates, the sculpted detail still works?
This'd be essential for vfx pipelines.
Not sure if this ticket is talking about the same thing as caches aren't mentioned - developer.blender.org/T68906
I'd so love to use Blender for shotsculpting, the new sculpting tools would make it a breeze.
* @3dddan * it looks similar to this one.. but since it's tagged as rigging module, I doubt the original author of the post intended it to be on top of cache. What he mentioned can be achieved with "Anim All" addon. It's free and can perform this task unless there's a cache.
Blender can't do shapekeys after deformation at all. One of its biggest limitations IMO.
* @Josephbburg * True that.. this would have a great potential.
* @netricsa * I once made a really hackish script to fake this effect, but I wish I could do it without hacking. Maya can apply blendShapes on top of deformation or in parallel; and Houdini can do it in post-deformation, too.
Then again I always try to avoid using corrective shapekeys whenever possible. I think implicit skinning would be even better than this!
* @Josephbburg * Implicit skinning would be super awesome! Ziva dynamics kind of stuff would be a game changer! (fat system, muscle system, sweet details!) But corrective shapekeys can be also used over simulations - like adding minor details to simulation in slo-mo, or removing penetrations. It sometimes becomes impossible to avoid it. Offcourse this and implicit skinning would have different uses.. but still it's great as a hack until blender gets that realistic rigging system.
actually if you want to do an effect on your whole mesh, you can already do it with modifiers in very very advanced ways. If you want to correct some frames, it would indeed be handy to just go into editmode and change the geometry of the baked cloth sim or the imported alembic or whatever (I heard that should be possible but couldn't recreate it)
But dont do it with shapekeys eww
* @weasel * Once the cache modifier is applied on a mesh, changing the vertexes doesn't matter because the cache data reverts and locks the vertex positions according to the cache.. though you can add lattice modifier on top of cache - that way it's possible but you don't get precise control like shape keys (or vertex anim on top of cache) can give.
How would you imagine the UI for this to work? Would shape keys be an additional modifier after the mesh cache modifier or are you proposing a more complete overhaul of how things work?
A bit more specificity and some mock-up images of your vision for the interface would be a big help.
* @Jason van Gumster * I was actually a bit confused for the working of it but I think what you mentioned does make more sense .. adding shape keys as an additional modifier. Will try to create and upload some mock-up for sure.
* @Jason van Gumster * I would give my firstborn child to have shapekeys as a modifier.