Modifier Stack Upgrade
The modifier stack has been upgraded to remove the "original data" constraint, where some modifiers required the base object's original data and thus could not be placed in the stack after any non-deforming modifiers.
The main features of the upgrade are:
- Modifiers can now be in any order in the modifier stack
- The modifier stack has a standard framework for custom element data to be passed through the stack with mesh data (being copied and interpolated as appropriate), so modifiers can access whatever data they need
- The modifier stack code has been refactored (making it simpler and more consisten) and a number of bugs have been removed
- The EdgeSplit modifier has been added, along with the sharp edge flag and the ability to set/clear it in the edit mode Edge Specials (CtrlE) menu
- The Displace modifier has been added
- The UVProject modifier has been added
Individual Modifier Updates
Added a VGroup input to the Armature modifier. This allows the user to specify a vertex group which will modulate the influence of all bones in the armature.
Now alt+shift+o only toggles the 3d view subsurf flag, rendering remains subsurfed.
Patch #5181: Option to use an object to determine the startX&Y in the Wave Modifier
This patch allows the option to use an object to determine the wave modifier's start X & Y, it also allows for animated objects giving a moving wave start X & Y.
Thanks to Michael Fox for the patch!
The updates listed below should probably not be listed separately in the final release notes, as the modifiers involved have not been in a released version before. Artificer
New displacement direction for Displace modifier: "RGB -> XYZ". This means that vertices will be individually displaced in the X, Y and Z directions by the RGB components of the texture (R affects X, G affects Y, B affects Z). This can be used along with e.g. the colour Clouds texture for a jitter effect.
Changed the UI of the EdgeSplit modifier, based on broken's feedback from long ago:
- "From Angle" is now "From Edge Angle"
- "From Flag" is now "From Marked As Sharp"
- The "Split Angle" input is now hidden if "From Edge Angle" is unchecked
- Changed tooltips to be (hopefully) more helpful
- Rearranged buttons to accommodate longer labels
Upgrades to the UVProject modifier:
- New perspective projection capability. If a camera is used as the projection object, the modifier detects whether to do perspective or orthographic projection based on the camera type. If any other object type is used as the projection object, orthographic projection is used.
- Orthographic projection actually works properly now.
- The projected UVs are scaled and offset so that the image is centred in the projecting camera's view.
- AspX and AspY inputs have been added to control the aspect ratio of the projected UVs.
While the Array modifier was present in the last release, the modifier stack upgrade allows deforming modifiers (such as the Curve modifier) to be applied after the Array modifier in the stack. These examples demonstrate this capability.
Media:Tracktest.blend - This test file demonstrates how to use curve and array modifier to produce a simple track animation.
Media:Manual-Modifier-Array-Tentacle01.blend - A tentacle created with an Array modifier followed by a Curve modifier. The segment in the foreground is the base mesh for the tentacle; the tentacle is capped by two specially modelled objects deformed by the same Curve object as the main part of the tentacle:
Media:Footprinttest.blend - This test file demonstrates how to use Displace modifier, empties and a blend texture to produce a simple "invisible man walks on beach" animation.
Media:Manual-Modifier-Displace-Example01.blend - Three different objects created with the Displace modifier:
Media:Manual-Modifier-Displace-Slime01.blend - A slime animation created with the Displace modifier.
Media:Manual-Modifier-EdgeSplit-Example01.blend - EdgeSplit modifier output with From Marked As Sharp selected:
Media:Manual-Modifier-EdgeSplit-Example02.blend - EdgeSplit modifier output with From Edge Angle selected:
Media:Manual-Modifier-UVProject-House01.blend - A house textured with the UVProject modifier. The cameras scattered around the scene are the projection objects. UVProject greatly simplifies this kind of texturing, by making it easy to line up textures with the model (bricks with windowframes for eg.) This is done interactively, open the blend and move the cameras around, you can also rotate and scale them.