[Bf-funboard] Re: Copying constraints between bones

malefico andauer bf-funboard@blender.org
Tue, 15 Jun 2004 12:29:05 -0300 (ART)


> Anyway, this was just to let you know that this is
> more or less already on someone's todo list.

Great to hear that :-)

Yes, an easier way to add/copy constraints would be
appreciated. 

Another thing that is kind of annoying is duplicating
weights between vertex groups. For instance, if you
use Weight painting to tweak the right side of a
character, and then want to duplicate that weight
painting exactly to the other side, you have to:

1-duplicate the right part of the mesh (erase the left
part first, ok)
2-separate new mesh
3-mirror (well, scale negative) in object mode the new
mesh,  
4-rename groups (.R to .L)
5-and finally join the meshes again. 

Otherwise, if you just duplicate and mirror in edit
mode, when you want to assign the new half vertices to
the correct group, the weight painting is override by
the Weigth value in the vertex groups button. So you
have to tweak again... ufff. It should be a way to
keep Weight untouched when assigning vertices to a
vertex group for special situations like this (well,
not sooo special...). 

Anyway, that came to my mind because I have to do it
recently, but I know most of the people is aware of
this little problems.

Cheers and thank you for the continuous and great work
you're doing !

malefico.

> I agree, this would be a really useful feature.
> 
> Easier ways to create constraints have been
> discussed
> already, it's on my to do list (which just keeps
> growing and growing apparently :P ). By this I mean
> ways like Parenting and Tracking. Select a couple of
> objects, select the target of the constraint, hit a
> menu item or hotkey and select the constraint you
> want
> to add to the selected objects.
> 
> The problems with Bones is that there is no Active
> bone like there is an Active object to copy
> constraints from. However, I think this only applies
> to edit mode for bones, since Pose Mode sort of has
> an
> Active bone (the one to which you add constraints).
> This was a problem for AutoIK, since, IIRC, you
> can't
> add bones in pose mode (without being too hackish I
> mean).
> 
> 
> Martin


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