After a couple of friends told me the tool was not working as expected (thanks, guys!), I decided to give it a go and working a little more on it. Although the tool was focused on animation, I’ve been using it a lot for some skin-fixing on a sequence of ‘Goleor: the scales and the sword’, which is the project I’m working on.
Now it supports editing several meshes at the same time, and I add a lot of error checkings (something that you learn when someone that is not you uses your tools!), and also I simplified the way it works: one button to do it all.
*** THIS IS A ‘WORK IN PROGRESS’ VERSION!!! SO USE IT UNDER YOUR OWN RESPONSABILITY!!! ***
– As a general advice, try to Reset the transforms on all your meshes before using the tool. Non-reset meshes could cause non-desirable results.
– Select the object or the objects you want to deform. It may work better if you ALWAYS select the same group of objects at the same time.
– Click on ‘Create’, and then click again on ‘EDITING!’ to initialize the tool.
– From now, whenever you click on ‘Create’, you’ll be able to edit the meshes and deform them as you want. Use the new PolyTools (by default, it shows the Shift tool), or edit vertices by hand. Click on ‘EDITING!’ to finish the tweak process.
– Every object will have now a ‘MorphX2’ modifier, containing the changes you made in the frame you are. Previous frame and the next one have a zero-valued track. You can also tweak the position of these keyframes to blend between undeformed and deformed meshes.
– If the tool breaks, restart it. It will recognise the information you already have on your MorphX2 modifier and you can continue working from there.
– If you enter on ‘Editing’ mode and the Shift tool is not active, you must activate it (and the other tools) by hand. The way the tool is called in the script is not very elegant and it breaks once in a while.
– It seems MorphX2 does not work right when the mesh you are editing have some hidden geometry.
– The tool will place ‘MorphX2’ modifier below TurboSmooth, which is supposed to be the last modifier on the stack; or below a renamed EditPoly called ‘WSMSelection’, that is useful when applying a WSM modifier to part of the geometry. If none of this exists, it’ll place the modifier on top of the whole stack.