[Bf-funboard] Some skinning feature ideas

Campbell Barton cbarton at metavr.com
Tue Apr 3 04:52:20 CEST 2007


Benjamin Tolputt wrote:
> Joe Eagar wrote:
>> I have a python script, that displays (in a menu) all the bones that 
>> are influencing a vert.  Maybe something like this should be 
>> implemented in blender?
> This would (in my opinion), be an inferior stop-gap measure. While 
> useful (I'm not bagging the idea as it has merit), it is only a "per 
> vertex" function. The issue remains that when weight painting (emphasis 
> on the word "painting"), one can only see the weight for the current 
> bone as a colour. As mentioned by Tony, it is most useful to have the 
> colour shown reflect the "applied weight" of the selected bone. Given 
> that the "applied weight" (i.e. normalized weight) of the bone on the 
> vertex is what controls the deformation - it is much more intuitive to 
> see it (and not the non-normalized weight).
> 
> The display & editing options as proposed by Tony (i.e. a "Display 
> Normalized Values" toggle and an "Assign Absolute Weights" toggle) would 
> enable both the current workflow (as possibly preferred by current 
> Blenders) and the new (in my opinion "more intuitive") workflow to exist 
> side by side and quite possibly complement each other.
> 
> Regards,
> B.J.Tolputt

The menu for bones that influence a vert is in editmesh, am I missing 
something?

A lot of people arnt aware you can mix FaceSelect with Weight paint mode.

How about select all faces and have a menu option
  "Isolate verts to active vgroup only" ?
- removing verts from groups other then the active (for selected faces)




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