[Bf-funboard] Some skinning feature ideas
Matt Ebb
matt at mke3.net
Tue Apr 3 08:22:41 CEST 2007
> ** Test for non-contiguous vertex groups (non-blocking display).
> * Figure out how to do a better "bone-casting" algorithm, to set up
> weights for bones--- is this needed in blender? Isn't it already
> there with automatic Vertex Group creation?
I don't do much rigging, but I've always found that auto create groups
to be rather dodgy. What would be much better IMO would be a way to
bake the bone envelopes to vertex groups for all deforming bones at
once. Currently you can do this one at a time via some obscure menu
entry I can't remember now, but I imagine it would be much nicer to be
able to just do it all at once, so you can have a workflow like: set
up envelopes -> bake -> clean up with painting.
cheers
Matt
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