Hi all, Today on irc, Campbell pointed out an important point about current WeightVG modifiers code : they allow weights to be out of the standard [0.0, 1.0] range.
So the question is: does those modifiers have to clamp the weights to that range (which would reduce their flexibility and power), or do we accept that weights can have lower/higher values ? This is obviously a quite important decision, which needs advices and thoughts from all blender devs. :) As for me, IMHO, the later would be the best solution – if a piece of code really *needs* weights inside a given range, it’s easy to clamp them at that moment… It’s a bit like floating point rgb values, in pictures : it’s best to clamp them back to [0.0, 1.0] at the end, and do compositing with full ranged values! Regards, Bastien _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
