That will need serious restructuring, imho. For now shape node represent various inputs and outputs, some of them actually does not belongs to shape itself like parent matrix and so. Usually there are additional nodes related to deformer, like set of deformed points, group IDs, so on. One deformer network is a sort beautiful jumble of circular connections, while they are not actually circular, because of these various parameters gathered from other objects. This is generally nice for dealing with transforms and parameters, swapping the static and deformed shapes and like, but building the custom deformation in ICE or H VOP style, by nodes, this is almost impossible.NNois wrote: Do you guys think that's going to be pushed way further like deforming meshed etc like ice does ?
Anyway someone can build the deformation in Fabric in quite ICE style, entire Fabric network is one node in Node Editor.
But, why to deal with custom deformation, if you already can waste a time with more stupid stuff . In Maya, even re assign of plain lattice to another shape is a task for master... Constraint to NURBS surface exists for ages, but you need script to activate it. I mean, this software is wonderland for keeping the TD jobs alive. Not (just) all negative belongs to AD...