Hi; Here is a short video that first explains our character rig. Then i turn to the weight groups and show how to spot a weighting error using the proposed color scheme . And finally i show how we currently would fix the problem.
I could have done all of that in a 30 seconds spot. But i wanted to create something more complete. Here you go: http://youtu.be/96TUSyH1C2I If you just want to see how i use the feature to find a weighting error, just head to minute 1:30 Many thanks to Ideasman_42 for providing the patch! :) I hope this video is convincing. Have fun :) cheers, Gaia On 14.02.2013 20:01, Bassam Kurdali wrote: > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
