WIP: Surface Deform Grease Pencil Modifier - Blender 4.0 #114142
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Delete Branch "bettiabba/blender:Surface-Deform-GP-Modifier-Blender-v4.0"
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This is the most updated version of Surface Deform GP Modifier.
Video presentation:
Video #2 click here
Video #1 click here
Surface Deform Grease Pencil Modifier - Blender 4.0
The Surface Deform modifier allows an arbitrary mesh surface to control the deformation the Grease Pencil, essentially transferring its motion/deformation. There are two main uses for this.
Easy rigging of elaborate GP drawings. Make them follow a rigged mesh cage with clean topolgy.
Making GP drawn details follow a mesh. Frames can be added dynamically making it a powerful tool of 3D and 2D blending.
Options
The Surface Deform modifier panel.
Target
The object to which to bind.
Warning - Target Mesh Validity
While there are no restrictions with regard to the modified GP, the target object’s mesh has a few constraints, which if not followed, will prevent a successful binding:
It must not contain edges with more than two faces.
It must not contain concave faces.
It must not contain overlapping vertices (doubles).
It must not contain faces with collinear edges.
Interpolation Falloff
How much a vertex bound to one face of the target will be affected by the surrounding faces. This essentially controls how smooth the deformations are. This setting only applies when binding; it can be set differently for different frames but not changed retroactively.
Note: While lower values result in smoother deformations, they may also introduce slight artifacts.
Strength
The overall amount of influence the modifier has on deforming the GP.
Vertex Group
Allows you to define the influence per vertex (point).
Inverts the influence of the selected vertex group, meaning that the group now represents points that will not be deformed by the modifier.
The setting reverses the weight values of the group.
Binding Operators
Note that until a bound frame is visible, this modifier will have no effect at all. When a bound frame is visible, any change in the target mesh will deform the Grease Pencil.
When a frame is bound, on the timeline it will turn the same color of the scrubbing background to indicate it is bound and locked. The locked frame cannot be moved or removed on the timeline. To move the frame, please unbind it first.
Bound frames become greyed out.
Bind All
Each frame of the modified Grease Pencil gets bound to the state the target mesh is in that timeline frame, all layers at once.
Bind Current Frame
The current frame of the modified Grease Pencil gets bound to the state the target mesh is in the current timeline frame,all layers at once. The current frame is the Grease Pencil frame that is visible right now due to the current timeline position.
Unbind All
Executing this frees all the frames of the modified Grease Pencil from the target, and resets it to its original shape.
Unbind Current Frame
Executing this frees just the current frame of the modified Grease Pencil from the target, and resets it to its original shape. The current frame is the Grease Pencil frame that is visible right now due to the current timeline position.
Note: The GP’s are bound with regard to global coordinates, but later transformations on the objects are ignored. This means that one can freely transform the target after binding, without affecting the modified object. The modified mesh will only pick up changes to the target object’s mesh itself.
Note: The further a mesh deviates from the target mesh surface, the more likely it is to get undesirable artifacts. For this reason it is recommended to have a clean topology on the binding mesh; the topology should follow the pattern of the drawing as closely as possible.
The bake panel
The bake panel.
The purpose of this panel is to bake the deformation of the modifier on the grease pencil, creating new, unbound keyframes. All layers are baked at once.
Note: the freshly baked frames are unbound. They can be bound if desired.
This note is also the text at the bottom of the panel, to avoid any confusion.
Bake Current Frame
Bakes the frame at the current timeline position.
Bake Range
Bakes all the frame in the range specified below.
Range start
The start of the frame range to be baked.
Range end
The end of the frame range to be baked.
Fill range
Click on the clock icon at the side of the range to use the "Fill range" operator. It fills the range start and end fields with the current timeline's start and end.
Examples
Usage 1 - Mesh cage
Grease Pencil deformed by a mesh cage using the Surface Deform modifier.
Usage 2 - Follow a 3D model
This character model features drawn details in Grease Pencil. When bound to the model, they are gonna follow the deformations.
Step by step guide
Usage 1 - Mesh cage
What you need: a Grease Pencil drawing.
Add a Mesh Object in the same spot where your GP is.
Model the mesh to create a mesh cage around your drawing. The topology must be as simple as possible, and it must flow in the directions of the desired deformations. A flat surface may give best results.
Add the surface deform modifier to the GP.
Add the mesh cage as target.
Execute “Bind Current Frame” in the Surface Deform modifier panel.
The GP should now move along with your mesh cage.
Add a Armature Object in the same spot where your GP and cage are.
Create the rig that is going to deform the GP. You can use rigify and even download GP-specific metarigs.
Weight paint the mesh. You should notice how the GP moves along in the process and adjust it accordingly.
The GP is now ready for animation. You can animate it right away or link it in a scene file.
Usage 2 - Follow a 3D model
What you need: a rigged, animated character.
Create a new blank GP.
Add the surface deform modifier.
Add the mesh you want the GP to follow as target.
Select the GP and enter draw mode.
Draw the first frame.
Execute “Bind Current Frame” in the Surface Deform modifier panel.
Move along the timeline until you want to change the line.
Insert a new GP frame by either pressing i, using the context menu or turn on autokey .
Draw the new frame.
Execute “Bind Current Frame” in the Surface Deform modifier panel.
Repeat point 7-10 until the end of the animation.
Video tutorial:
coming soon
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As someone who has recently used Blender, how should I follow the steps to use it in Blender? @bettiabba
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