[Bf-animsys] Layered Bone Deform

Gaia gaia.clary at machinimatrix.org
Sun Nov 16 14:26:41 CET 2014


Wouldn't it be nice (and less space consuming) to add hierarchical lists
right in the List widget ? It would also be very cool if we could have a 
way
to distinguish between vertex groups which are used as weight maps
for bones, and vertex groups which are used for other things.

cheers,
Gaia

On 16.11.2014 13:38, Daniel Salazar - patazstudio.com wrote:
> Some crappy mock-up on how it could be presented. Also solves the
> current issue of having every vgroup in the same super long list,
> regardless of it's actual use type.
>
> Idea is you can make as many of this custom lists as you want and
> assign a deform order to them, or mark as non deform maybe :)
>
> http://3developer.com/tmp/Layered_Deform.png
>
> Daniel Salazar
> patazstudio.com
>
>
> On Sat, Nov 15, 2014 at 11:46 PM, Daniel Salazar - patazstudio.com
> <zanqdo at gmail.com> wrote:
>> Hi, got an idea I'd like to propose.
>>
>> Currently for one armature modifier you get one deformation layer,
>> meaning all bones/vgroups are solved in the same level. To achieve
>> different layers of bone deformation you have to use multiple
>> armatures + armature modifiers.
>>
>> Imagine the following example based on Franck the Sheep's facial rig:
>>
>> Layer 1: Mouth shape
>> Layer 2: Jaw
>> Layer 3: Snout deformation
>>
>> That's 3 deformation armatures only for a basic facial rig to work!
>>
>> If we could group bones in deformation layers so that each layer has
>> it's own independent weight deformation we could use only 1
>> deformation armature. Each layer will recieve the previous layer's
>> deformation as it's basis and it will work on top of that, usually
>> details first and then coarse deformation.
>>
>> opinions?
>>
>> Daniel Salazar
>> patazstudio.com
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