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We are using mesh deformation very frequently. However, while deforming meshes its very hard to keep everything working because all of the points you have on mesh counts as the same keyframe. Is it possible to add an option to editor so I can "key" the points I want separately in timeline. That would highly ease my workflow, I'm pretty sure it would help others as well .
- Posts: 11
If you currently need certain points to move and be keyed independently, you may want to use the Weights feature instead of using the individual deform keys.
Having separate timelines for subsets of the vertices for a single mesh would be a nightmare to manage. As Pharan mentioned, weights can make it easier to deform a mesh, and are also more efficient. Each deform timeline key you use stores all the vertices. The number of vertices stored can quickly grow (see the Metrics view). Each bone timeline you use stores only the bone's transform values.
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Yeah I got what you mean of course but my point was to mark some vertices in editor and be able to key them. So you can easily work your way. You are right about weights but things I ask is not always possible with weights but maybe I lack some knowledge, I'll look more into that. What do you think about marking vertices be able to key them separately though?
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