Keep in mind, that while weighting bones was the original purpose for vertex groups, they are used for other things as well now :)
No opinion (so far) on whether it's useful to make a visual distinction between zero-weight and non belonging, but I do believe it does make a difference to some of the non armature modifiers, like dynamic paint and vertex group modifiers (incidentally the latter are very useful and extremely un-intuitive at the same time - I usually have to guess/trial and error to get them to do what I want) On Thu, 2013-02-14 at 17:27 +0100, Brecht Van Lommel wrote: > Hi, > > On Thu, Feb 14, 2013 at 4:22 PM, Gaia <[email protected]> wrote: > >> On Thu, Feb 14, 2013 at 9:59 AM, Gaia <[email protected]> wrote: > >>> So i have to ask back: Where would it be bad to get a visual > >>> information about unreferenced vs. referenced verts using > >>> the black/blue color code ? > >> I would think that we should improve our tools so that there are never > >> any vertices part of a vertex group with weight zero, and not let the > >> user worry about this at all. Why burden the user with an > >> implementation detail? > > Because it is relevant for some usage scenarios outside of blender. > > But I'm not sure that it is actually relevant outside of Blender, if > the exporters interpret zero and no weight as being the same thing. > > > During weighting you unintentionally added some barely noticeable very low > > weighted areas in the head of your beloved character while you where > > painting > > on a foot bone. yes this can be avoided, nevertheless it happens. > > > > Now try to find these verts on areas which do not belong to the active > > bone... > > Try to find less dark spots of blue in a sea of dark blue. Mimicry works > > well here :) > > I agree entirely that it is difficult to see those vertices and that a > way to visualize them better would be great. But I think that such a > visualization tool should make no distinction between zero and no > weight vertices. > > > Ok, i hear you telling me i can use the "clean weights" tool and be > > happy. But what > > if i intentionally WANT to have some weights to be set close to zero (or > > even zero) ? > > Then cleaning the weights might ruin my weight maps. > > But do you really want a vertex weight set to zero and have the vertex > still be part of the group? What is the purpose of that, how is that > useful? > > The way I see it is that from the user point of view there is no > difference between zero and no weight vertices. If exportes export > them differently then we should fix the exporters or the API rather > than exposing that difference in the UI. > > Brecht. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
