テンプレート:Release Notes/2.40/Animation/Skin weighting
< テンプレート:Release Notes | 2.40 | Animation(Release Notes/Skin weightから転送)
<section begin=2.40-Animation-Armatures-Mesh Skin Weighting />
目次
WEIGHTPAINTING
- The "Skinnable" option for Bones now is taken into account for the Envelope drawmode. If not Skinnable, it also doesn't draw the soft deform area. Maybe bone should be hidden... dunno yet. - Use CTRL+LMB in weightpaint mode to sample the weight in a mesh. Note; it returns the weight of the closest visible vertex, not of a Blended result. - NKey Panel for Mesh edit now shows a menu with the VertexGroup name(s) of a selected Vertex, plus the Weight.
WeightPaint mode
A nice character modeling time-saver: In WeightPaint mode, pose-mode armatures now allow selecting Bones, but without making the Armature object active. Selecting a Bone then results in selecting the associated vertexgroup. :) Little quirk; all armatures with posemode then draw selectable...
New! When weight-painting a Mesh, and select a Bone, you can use transform options on the Bone (G, R, S). The manipulator doesn't show btw. Is usful to get immediate feedback on how painted weights behave with Bones. Weight Paint & Vertex Paint goodies; - New: "Spray" is an option now. This used to be the only available vertex painting method, while holding the mousebutton and move mouse, it keeps applying (adding, blending) the color. Disabling "Spray" will give more a 'paint' effect, only applying the maximum what you indicated to be painting. - Weight Paint now offers all options Vertex Paint has. This includes "Add", "Mult", "Sub", and "Filter". And of course the "Spray", which is default off btw. Since Weight Paint might need totally different settings, they are stored separate from Vertex Paint options. - Renamed the weird "Area" and "Soft" options into something that tells what it actually does (Even tooltips were wrong). Area -> "All Faces", option to have all Faces inside the brush being painted on. Disabling this only paints on the face under the cursor. Soft -> "Vertex Dist", option that uses distances from cursor to vertex to calculate the effect. Disable it to only paint per-face. If someone knows better names... go ahead! :) - New WeightPaint option in the Panel: "Clear", which removes reference to this deform group from all vertices. - Removed code that deleted 'deform vertices' from Mesh on exit editmode, when vertexgroups were empty. This just worked against you... you could not paint on empty groups. - Made Weight Paint painting much nicer. The way it applied values was very harsh without good transitions. Mainly because it didn't use the "Vertex Dist" option, but also because it applied colors 3 or 4 times per vertex (tria/quad). - Weight Paint undo now restores on a 2nd Undo. - Vertex Paint Panel button "Clear" didn't work even.
More weightpaint 2
Made weight-painting more bearable :) - Hotkey CTRL+TAB toggles weightpaint on/off - If Mesh has no vertex groups yet, it still accepts Weight Paint mode. Then, on a first painting stroke it creates a default group. - When combining WeightPaint mode with Bone selecting, if you select a Bone without vertex group it draws Mesh dark blue. On a first painting stroke it then also creates a new group, with the Bone name.
Much wanted; Constraint "move up" and "move down" buttons, in the Panel!
Three little feats; - Vpaint and Wpaint now use our own custom cursor, this was a very old plan anyway. It uses the 'knife' now, we need a good brush icon for it! - On scaling bones in editmode, the deform distance info gets scaled now too when no "Envelope" draw mode was set. - Disabled front buffer drawing of objects with CTRL+select in Edit Mode. Uses a regular redraw now (like for select in Object Mode btw) Another painful editing issue solved!
WeightPaint use shaded mode
Made WeightPaint use shaded mode. This thanks to the preparations as done by daniel before. :) Note; the shaded display uses smooth normals by default, because thats how the derived mesh works! Daniel; I've changed the G_WEIGHTPAINT hack in derivedmesh code... no idea how this could work even. Still ugly though.
X-axis weightpainting
New: X-axis mirror weightpainting. - Set the button in Paint Panel, Edit buttons context - It assumes the mesh to be near-perfectly mirrored. Current threshold is set to 0.0001 (maximum difference allowed). In order to evaluate proper mirroring, a new option will be added in Mesh editmode later. - When the flipped group doesn't exist yet, it creates the group - Of course this doesn't work for mirror modifier!
Yet more weightpaint goodness
Another useful tool for efficient usage of WeightPaint: Press SHIFT+LMB, and it shows a menu with all Vertex Groups the vertices of the indicated face has, also allowing selection of Groups.
Four mirrored Weight Paint improvement/fixes: - If the mirrored group doesn't exist yet, it creates that group now. - Painting on any non-mirror group (not a name complying mirror rules), it will now paint mirrored on the group itself. - The Mesh octree for mirror painting was not created on loading a file in WeightPaint mode, or on exiting Editmode for Mesh. This caused mirror painting to not work always. - Tweaked the threshold calculation for vertices, so it gives fewer misses.
<section end=2.40-Animation-Armatures-Mesh Skin Weighting />