For meshes (and paths, bounding boxes), the mesh itself can translate/scale/shear, inherit scale/shear from a parent, etc so probably we would show differences relative to the bone. There are two ways to move vertices locally: deform timelines (FFD), or bone weights. I guess both would be visible in the motion vectors.
A motion path is probably better for bone translation, and can show the position of the bone across many frames. Obviously it would be too busy for mesh vertices.
Looks about right! 😉
Loading Image
We did some quick prototyping and it looks good. Should be in 3.7.xx-beta soon!
Ghosting effects are always neat to see. Here is the raptor showing motion vectors for 3 frames before:
Loading Image
Note this is using the world positions from the previous frame, not the local differences.
Some stills:
Loading Image
Loading Image
Loading Image