I have a animated warp modifier attached to a plane. I would like objects to snap to the animated geometry. So I guess the modifier need to be applied to gain actual points/faces When aplliying the modifier animation on the plane is lost.
Is there a way to keep animation from a animated modifier when it has been applied.
Hello, yes you can make a shape key out of your modifier. and if you need more steps, copy your modifier at different steps then create more shape keys.
Actually now it seems you can set a shape key and then move to another frame and set another one with “Save as Shape Key”
Makes the modifier “real”: converts the object’s geometry to match the applied modifier’s results, and deletes the modifier.
Applying a modifier that is not first in the stack will ignore the stack order (it will be applied as if it was the first one), and may produce undesired results.
Apply as Shape Key
Stores the result of that modifier in a new relative shape key and then deletes the modifier from the modifier stack. This is only available with modifiers that do not affect the topology (typically, Deform modifiers only).
Even though it should work with any geometry type that supports shape keys, currently it will only work with meshes.
Save as Shape Key
Stores the result of that modifier in a new relative shape key and keeps the modifier in the modifier stack. This is only available with modifiers that do not affect the topology (typically, Deform modifiers only).
Thanks skuax & a59303,
I used the save as shape key at the highest warp deformation and then animated the shape key value using keyframes within the Object data properties panel. Thanks for your help, I will have to look into shape keys in more detail.
That’s great just in case you don’t know if you use the format to tag a user they will get an alert.
That is @ and then the username, otherwise we wouldn’t know. Anyway good luck.
Thanks @a59303 @skuax. I appreciate your help. Saved me a tone of frustration.
And dont forget to tick solution under the post that is the solution for you, so the other users here ll know that it’s a solved one.
Another solution is to export the mesh as alembic.
Alembic will “bake” the mesh on each frame you want between a start and end frame. It’s kind of like having your mesh with modifiers applied as a shapekey for each baked frame.
Anytime you need a mesh animation, that’s the way to go.
Keep in mind though, alembic doesn’t export materials. It can export the material slots with their face assignments, but you will need to re-assign the materials.
In an ideal near future, Blender would also make alembic cache-able in the GPU memory, making it top performance.
@L0Lock Thanks for another solution. I realise now I need more hands on time with blender. Lots of stuff I thought I knew but in reality I need to put more hours. I apricate all the help I received.
Do you have experience exporting particles from Blender? I have particles following a shrinkwrap mesh over terrain. I tried this script but not working for me sadly.
If you look at the second answer, it has a new script made to work on v2.80. I tested it on 3.1 successfully. But it is a specific case where you have an object you want to display in place of the particules. First you select that object, then the particles emitter, and it will create duplicates of that first object for each particles and animate them accordingly.