[Bf-committers] Weight paint: display unreferenced verts in black instead of blue ?
bassam at urchn.org
Thu Feb 14 20:01:58 CET 2013
Keep in mind, that while weighting bones was the original purpose for
vertex groups, they are used for other things as well now :)
No opinion (so far) on whether it's useful to make a visual distinction
between zero-weight and non belonging, but I do believe it does make a
difference to some of the non armature modifiers, like dynamic paint and
vertex group modifiers (incidentally the latter are very useful and
extremely un-intuitive at the same time - I usually have to guess/trial
and error to get them to do what I want)
On Thu, 2013-02-14 at 17:27 +0100, Brecht Van Lommel wrote:
> On Thu, Feb 14, 2013 at 4:22 PM, Gaia <gaia.clary at machinimatrix.org> wrote:
> >> On Thu, Feb 14, 2013 at 9:59 AM, Gaia <gaia.clary at machinimatrix.org> wrote:
> >>> So i have to ask back: Where would it be bad to get a visual
> >>> information about unreferenced vs. referenced verts using
> >>> the black/blue color code ?
> >> I would think that we should improve our tools so that there are never
> >> any vertices part of a vertex group with weight zero, and not let the
> >> user worry about this at all. Why burden the user with an
> >> implementation detail?
> > Because it is relevant for some usage scenarios outside of blender.
> But I'm not sure that it is actually relevant outside of Blender, if
> the exporters interpret zero and no weight as being the same thing.
> > During weighting you unintentionally added some barely noticeable very low
> > weighted areas in the head of your beloved character while you where
> > painting
> > on a foot bone. yes this can be avoided, nevertheless it happens.
> > Now try to find these verts on areas which do not belong to the active
> > bone...
> > Try to find less dark spots of blue in a sea of dark blue. Mimicry works
> > well here :)
> I agree entirely that it is difficult to see those vertices and that a
> way to visualize them better would be great. But I think that such a
> visualization tool should make no distinction between zero and no
> weight vertices.
> > Ok, i hear you telling me i can use the "clean weights" tool and be
> > happy. But what
> > if i intentionally WANT to have some weights to be set close to zero (or
> > even zero) ?
> > Then cleaning the weights might ruin my weight maps.
> But do you really want a vertex weight set to zero and have the vertex
> still be part of the group? What is the purpose of that, how is that
> The way I see it is that from the user point of view there is no
> difference between zero and no weight vertices. If exportes export
> them differently then we should fix the exporters or the API rather
> than exposing that difference in the UI.
> Bf-committers mailing list
> Bf-committers at blender.org
More information about the Bf-committers