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  • Published 14 Jul 2021

modifier level

wouldn’t it be nice to have something like this when referencing another object that has modifiers, so that you can choose which state in the source object’s modifier stacks to be referenced

mod_offset.png

mod_offset_2.png

it’s simply as viewing the modifier stacks a node tree, and each modifier is a node, when an object is referenced somewhere else, i’d like to choose which node to output, the modifier level number is the output modifier index

the other day i came across a problem when i tried to rig an arm with accessories, some of them have shape keys so can’t use surface deform, it’s better to rig them with armature, so i use data transfer modifier to transfer the arm vertex groups to those accessories, but data transfer references the arm after it’s deformed by armature, meanwhile it is transferring data according to the locations of vertices, so it wouldn’t work unless i apply the data transfer modifier in rest position but it’s not procedural, imagine like if in some cases vertex weights are dynamic it’ll be a big problem, or if data transfer modifier can reference the arm before it’s deformed, then this will be perfectly solved

ml1.png

ml2.png

ml3.png currently in cases like these you would have to either duplicate the source object or apply certain modifiers which is not convenient and sometimes problematic ,but they can be solved with the modifier level feature

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Development Status: Open

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zyc17
14 Jul 2021

1 Comment

ManBlender

You have something like FIFO level and option to change level by arrow, You need this for Node and changing this level there or other?