[Bf-funboard] Some skinning feature ideas

horace horace3d at gmail.com
Tue Apr 3 01:22:41 CEST 2007


i totally agree with michael! i am a former maya user and think the way
weights get handled in blender is a lot smarter and more user friendly.

On 4/3/07, Michael Crawford <psyborgue at mac.com> wrote:
>
>
> On Apr 2, 2007, at 4:49 PM, Bassam Kurdali wrote:
>
> > Hi Tony, Roland answered some of your other questions, here's one he
> > didn't:
> > 2) vertex weights are normalized for bones already- you can assign a
> > weight of one to each bone and they mix fifty fifty- no "greater than
> > one" or "less than one" weights are allowed to a vertex. If you
> > assign a
> > vertex a weight of 0.1 to one bone, and no other bone influences, it
> > will have an effective weight of 1.
>
> What he said.  It's a much smarter way of weighting than other
> applications in my opinion (more in a sec).   What's great is that
> you never have to worry about all influences adding up to 1.
>
> > For cleaning up, there is a "clean weights" script that removes
> > (with a
> > threshold) vertexes with weights close to zero from a group. I
> > think it
> > lets you iterate over all groups too. This is not exactly the same as
> > what you were asking, but it is handy.
> >
> > PS vertex weight normalization could benefit in some situations by
> > being
> > accessible to the rigger- I believe maya does this- on the other
> > hand, I
> > recall reading a maya rigging book saying you would never need/want to
> > turn it off.
>
> Really?  Try painting weights in maya sometime.  It's hell.  It's so
> utterly broken it's almost a running joke in maya circles.  Because
> of this normalization "feature" subtracting (or smoothing) weight
> from one bone adds the weight quite randomly all across the skeleton
> (ending up with the foot bone influencing the face for example).
> It's buggy, it's broken, it hasn't been fixed since smooth skinning
> was introduced.  To some extent, this can be resolved with maya's
> "prune weights" script (immediately after binding), but it rarely
> resolves all the problems and users are forced to jump through hoops,
> often having to resort to manually re-assigning all weights before
> painting.  Maya's manual and many books (the best known of which are
> proudly endorsed by Alias/Discreet) make it sound like a walk in the
> park...  Blender's method of weight painting is a godsend in my
> opinion.  Please don't change it.
>
> > PSS If we get multi-modifiers or nodal modifiers then the issue of
> > normalization will pop up again, this time in regards to vertexes
> > under
> > the influence of several modifiers.
> >
> > Bassam
> >
> >
> >
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