[Bf-committers] Weight paint: display unreferenced verts in black instead of blue ?

Gaia gaia.clary at machinimatrix.org
Fri Feb 15 02:43:48 CET 2013


Hi;

Here is a short video that first explains our character rig.
Then i turn to the weight groups and show how to spot
a weighting error using the proposed color scheme .
And finally i show how we currently would fix the problem.

I could have done all of that in a 30 seconds spot.
But i wanted to create something more complete.
Here you go:

http://youtu.be/96TUSyH1C2I

If you just want to see how i use the feature to find a
weighting error, just head to minute 1:30

Many thanks to Ideasman_42 for providing the patch! :)
I hope this video is convincing.

Have fun :)
cheers,
Gaia


On 14.02.2013 20:01, Bassam Kurdali wrote:
> 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:
>> Hi,
>>
>> 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
>> useful?
>>
>> 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.
>>
>> Brecht.
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