[Bf-funboard] Some skinning feature ideas

Matt Ebb matt at mke3.net
Thu Apr 5 05:04:46 CEST 2007


On 4/4/07, Michael Crawford <psyborgue at mac.com> wrote:
>
> > When one first starts painting weights, you would expect that
> > painting "full bright" (i.e. weight 1.0) would mean that the
> > selected bone/influence is going to fully affect the painted area.
> > Just like when painting red with full opacity in the texture image
> > (either in Blender, PhtoShop, or GIMP), you would expect that the
> > colour would be red on the image, not green or orange depending on
> > layers you cannot see/influence (this is ignoring special brushes
> > as the analogy starts breaking down between images/weights there).
>
> I would think most people would find it easier to judge weight by
> color, being able to remember a particular hue after switching from
> group to group.  Try remembering a precise luma value and doing the
> same thing.  Embrace subjectivity and feel the color.
>
> > The point is, you have had to bend your mind around an
> > implementation detail in the system (Blender) to get things to work
> > as you would like; just as one has to do with Maya's weight
> > painting. The only difference is what you bend you mind around. In
> > Blender you bend it around  the fact that the weight you see is not
> > necessarily what you get
>
> see above: really easy to remember color as opposed to value.


I think you may be missing his point here. He's not complaining about
the way that Blender uses a spectrum to represent a range of 0.0 -
1.0, he's complaining that the colours you see in the view can quite
often have very little bearing on the actual weighting of that
geometry (due to normalisation of weights from other bones). He's
asking for a method to visualise the mesh in a way that accurately
represents its contribution to the final deformation, which would seem
to me to be quite a reasonable request.

cheers

Matt


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