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  • Published 27 Dec 2024

Modifiers to consider geometry "check point"

There is a big limitation when using modifiers in Blender which is the geometry will always have all the modifiers computed before "outputing" the result geometry. This is not always good, because sometime we may want to intervene midway thru the modifiers from outside the geoemtry and we can't do this because the geo is evaluated as a whole..

Consider this clear example of a character having straps wrapped along it's limb, the straps can have a Surface Deform so it could 'follow' the mesh deformation, but if we want to make the limb be compressed by the straps no can do, because this would cause a dependency cycle. To avoid this it would be glorious to have a sort of a geometry 'check point' midway thru all the modifiers. So that way we can compress the limb mesh with the straps and then pick a moment when the limb wasn't compressed in order to perform the Surface Deform.

I figure it's kind of what's happening in this page ("Extra Modifier Evaluation Outputs") but I'm unsure if that's the same thing I wish: code.blender.org/2024/11/geometry-nodes-workshop-october-2024/

Any questions be written bellow please! I want to make sure you understood. This would be a wonderful step to Blender's future imo.

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Development Status: Open

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lobo_alcalino
27 Dec 2024

2 Comments

Lauloque

That's the idea of an edit mesh modifier, which has been requested many times (see Edit-Mesh Modifier ⁠— Right-Click Select and all its linked duplicates).

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lobo_alcalino Author

That's it!!