[Bf-committers] 4 ideas for improving Vertex Group handling ...
aligorith at gmail.com
Mon Feb 10 11:49:35 CET 2014
I had meant to reply to the earlier post on the bf-animsys list, but it
somehow ended up getting buried.
Sounds like a good idea.
I agree that keeping this as an option avoids the annoying side of this
option (i.e. keeping a group of vertices you've just removed from one group
selected so that you can easily reassign to the next one), while
simplifying this frequently encountered use case.
2) Select a vgroup also changes active bone
I can see how this could be useful, though I do have some reservations
In the interests of "convenient little timesavers" though, this probably
falls into the same category as selecting bones when the corresponding
action groups are selected. So, I guess it's OK...
3) Select multiple vgroups
I'm not sure about this one... Doing this is almost certainly going to open
up a whole can of worms.
What specific problems is this intended to solve? From the sounds of
things, it almost sounds like you really just want a "Delete all vgroups"
operator to quickly clear out everything between automatic vgroup binding
4) Add a Falloff parameter for "Automatic weight from Bones"
When exactly would this be useful? Also, as I suggested earlier, what would
be the difference between this and allowing the bone envelopes feature to
somehow be used for this purpose?
On Mon, Feb 10, 2014 at 4:53 AM, Gaia <gaia.clary at machinimatrix.org> wrote:
> I have 3 ideas about the Vertex Groups panel. Before i go into the
> details: i can work on the implementation of these features if they get
> accepted. In that case i will create tasks for each accepted feature and
> assign myself... just to be clear here :)
> 1.) Add an option "autoselect":
> When this option is disabled all keeps is as it is now.
> When the option is enabled, then selecting a vertex group from the list
> will automatically select all associated verts of that vgroup and
> deselect all other verts. This option would allow to quickly step
> through vertex groups and inspect their content visually.
> Right now we have to:
> - select vgroup
> - deselect all verts
> - Select the vgroup verts
> Note: the auto select would only apply when a vgroup is selected (by
> click on its list entry). So you still can select/deselect verts in the
> 3d view and Assign/Remove/Select/Deselect selection from the active vgroup.
> 2.) Select a vgroup also selects active bone:
> When the assigned armature is in pose mode, then selecting a vgroup
> should also select the associated bone (if the vgroup is bone related).
> Right now selecting a bone weight group on the Vertex Group List does
> not change the active bone. Imo this is rather confusing.
> 3.) Select multiple vgroups:
> The idea is to be able to select multiple vgroups (the last selected
> vgroup is always the active vgroup). Then all operations could be
> performed on all selected groups. The most prominent operation: Delete
> selected ;)
> Right now when i want to remove a couple of vgroups in a row, then i
> have to select each of them, then delete it one at a time.
> 4.) Add a Falloff parameter for "Automatic weight from Bones"
> Right now automatic weight from Bones is fully automatic with
> no possibility to adjust the calculations. However sometimes
> it would be good to adjust the distance of influence in certain
> cases. So the idea is to add an influence slider to the Operator Panel
> that would define a falloff distance.
> Actually this could possibly be combined with "Weight from Envelopes"
> but i am not sure if that would work well.
> I hope i could explain well what the features are supposed to do.
> Thanks for any feedback
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