[Bf-funboard] Re: Re: Some skinning feature ideas
Benjamin Tolputt
bjt at pmp.com.au
Thu Apr 5 00:38:01 CEST 2007
Claudio "malefico" Andaur wrote:
> Well, currently if you have other modifiers than an armature (let's
> say a lattice), there are times that you need to set a 0.001 value for
> the global armature, for just the mesh not to be left behind, if you
> set it to zero, then no matter how high the weight is for the lattice,
> it will be left behind. So, there ARE cases when you want this kind of
> light weight in a vertex group.
Correct me if I am wrong, but isn't this an example of where 0.001 is
actually 1.0 in terms of applied weight?
> Anyway, my personal opinion is that yeah, if you have a way to make
> skinning faster, go ahead ! however, do you really think so ? have
> you tried aaaalll the current features ? (I'm not saying you haven't,
> it's a QUESTION) we just need to be sure to have a nice design that
> considers all real cases. And don't feel offended in any way this is
> not a personal thing.
Well it is hard to say I have tried AAALLLLL the current features as the
only definitive documentation on ALL features is the code (and I'm not
going to delve into it just to find them!!!). On the other hand, I have
tried ALOT of the features, and none of them give me the ability to see
& paint "as it is applied to deformation". I do not think the
application should expect ALL artists to completely disregard what they
see because it makes things easier for SOME of them. Adding the two
(toggle-enabled) functions of SEEING the weight as applied and PAINTING
the weights to applied values gives users the flexibility of trusting
their eyes while working and then allowing them to use the "standard"
method for tweaking if they so desire.
Regards,
B.J.Tolputt
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