Windows Build Curve deform and Object Hooks (Get it Now!)

Gabio just put out a great new bf-blender-2004-09-15 build here::

http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=4598

Check it out!

I have been playing with the new Windows bf-blender-2004-09-15. It has new modeling tool featues for mesh deformation. Read here::

http://www.blender3d.org/cms/Curve_Deform.392.0.html

http://www.blender3d.org/cms/Object_Hooks.391.0.html

I have a freshly compiled Windows Build but I don’t have an ftp account to host the binary from. If someone wants to host it PM me. I love modeling in Blender and this build gives us some new tools that are really cool.

The Object Hooks will really come in handy for facial animation.

“You can create as many Hooks in an Object as you like” - imagine the coolness.

“this system doesn’t work with the Mesh VertexGroups (yet)”- when is does watch out.

What am I being so mellow about this for?

This stuff is freaking cool!

OhhhhhhhhYeahhhhhhhh!

And I cant use blender now. :< I came to USA a month ago to study in a university, now I don’t have a private computer. :frowning:

I am just amazed how fast the development is. Good work coders.

The Blender coders are amazing. I hope that you can get access to a computer soon so that you can test this stuff out.

Blend on!

Sweet, I probably won’t use the hooks that much, but I might use the curve deformation.

If you want to simulate cloth types of defomations or control strands of hair, clusters of “Fiber” made grass, etc. you will use this feature and use it well.

The Curve deform is very cool. But the Object Hooks are even cooler. The workflow for the Object Hooks is like this -

You add your mesh and go into Edit mode. The you select a group of vertexes that you want to deform. Then you click CTRL+H and a Hooks menu pops up. You select Add, New Empty. Then you select the newly created empty by clicking CTRL+RMB. Finally you click CTRL+H and select Add, To Selected Object. Now you exit Edit mode. Select the Empty and move it around, scale it or rotate it. Add as many more as you want to.

Go to the Hooks Panel in Object Context F7. You will find buttons to use to control the of the “Force” weighting factor, as it’s called to control the level of the hooks deformation effect.

This is called the “Hook Up”. Hehehehe.

Blend on!

It could be of good advantage for animators especially those who use rigging if they get it with armatures as well, that would attract more of those people to blender and possibly code in even more animation features :slight_smile:

I’d be happy to host it for you.

Oh yeah, I don’t suppose you know how to apply patches? I’d love to test out a build that has this in it:

https://blenderartists.org/forum/viewtopic.php?t=30539

Thanks! Check your PM.

Gabio just put up a build so all of us can now have fun with these new features.

downloading it now. curve deform looks very cool.

I’ll rather wait till the actual release, that way it’s insured they’re as stable as they can be before using them.

We have to use it in order to work out all of the bugs for a stable release.

Blend on!

Read my post here on possible uses for the new “Hooks” feature. If you want to respond to my comment please respond to that thread. The Blender code developers read our comments over there. What we discuss about new feature here may not be seen by them.

My post::

http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&p=28143#28143

Blend on!

Can curve deformation be animated? If they add vertex groups to curve deforms you could do some nice muscle animation.

these features are very very useful, also when used in conjunction.

Yes, the curve deformation is animated along the curve. But, even more powerful than using vertex keys, you could (with a 2 or 3 point curve) attatch a hook to each vertex, so that you can manipulate the deformation in object mode and keyframe each individual hook. Yay! :smiley:

I think a feature that would make hooks MUCH more powerful would be to implement Proportional hooks, which would behave the same way as moving the vertex(s) in editmode with Proportional Editing activated.

Yes, the curve deformation is animated along the curve. But, even more powerful than using vertex keys, you could (with a 2 or 3 point curve) attatch a hook to each vertex, so that you can manipulate the deformation in object mode and keyframe each individual hook. Yay! :smiley:

I think a feature that would make hooks MUCH more powerful would be to implement Proportional hooks, which would behave the same way as moving the vertex(s) in editmode with Proportional Editing activated.[/quote]
terrific!
go ask it i’m sure it can be done!