Hi,<br><br>I have a couple of things I'd like to be able to do while skinning which are not currently implemented as far as I know. If these features do exist, then by all means let me know, and apologies for bothering people. If they aren't such hot ideas, I'd like to know that too.
<br><br>1) I would like to be able to create empty vertex groups for all (and only) deform bones with one click. Workflow here is currently a bit indirect. The only method I know to create these vertex groups at present is to use the W key in weight paint mode with envelopes selected, which automatically assigns weights for the vertex groups which means that in addition to assigning clean weights, all the mis-assigned envelope weights need to be cleaned up as well.
<br><br>2) I mentioned this in the devs forum but never heard any responses to it, so I'm not sure if it's a good idea or not. I think it might be nice to have a normalized mode or normalization step for bone weights, such that multiple bone weights were normalized for each vertex that they were applied to (that is, all weights on a given vert add to one). This way, I can simply assign two bones weights of one, and the verts where those groups overlap would be *automatically* interpreted as .5 weights for each bone. At present, .5 values need to be assigned by hand to the verts which are affected by both bones. This could be a mode, or it could be simply a "normalize weights" button that recalculated weights accordingly. I could be wrong, but I think that this interpretation of overlapping weights tends more often to be the desired interpretation.
<br><br>3) It'd be great to have an easy way to remove a selected vert(s) from all of the vertex groups it is a member of. This is easy enough to do with a script, I think, but it seems to be basic enough functionality not to have to need a script.
<br><br>Again, apologies if any or all of these features already exist. I'm always learning things I didn't know about in Blender.<br><br>Tony<br>