Updatable/ autoUpdatable Shape Key Deformation
shape key can update automatically from other object (4 stars are important, many people may not have used it, but once you use it, everyone will love it)
- When an object or multiple objects are deformed in any way, it can affect the deformation of another object with the same vertex number in real time (just like the dynamic shape key)
- Imagine that this is equivalent to driving the morphological keys with bones externally and finally feeding them back to the object! Or an object can be affected by multiple sets of different bindings at the same time without any weird problems. (This behavior can make a lot of unexpectedly good deformation control)
4 Comments
I'm hoping this will come very easily with Everything Nodes. I've made a few hackish scripts that can do this... but it is definitely needed. And this coming from someone that sees blend shapes as bad practice almost no matter what.
In the meantime, I think this could be doable with a new modifier. You might even be able to use the Surface Deform modifier to fake this, too.
* @Josephbburg *
amazing,I must try it based on the clues you provided.
* @690089735 * If you want I can try and update my old script that faked this -- what it did was create an armature that has a bone for every vertex in the blendShape. Each bone was a child of the vertex (or maybe used a copy location). Then, the rig was applied to the base-shape (on top of any existing rig, WITHOUT multi-deform enabled).
That is a bad, hacky workflow, but it works.
* @Josephbburg * Oh! I understand what you mean! I tried surface deformation,But I finally found that Meshdeform is more suitable. I don't need similar functions now, just make a technical reserve in advance.