Wireframe View for Weightpainting please

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Wireframe View for Weightpainting please // Feature suggestions

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Post by Tiles // May 31, 2008, 11:15pm

Tiles
Total Posts: 1037
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I get mad with weightpainting in TS. This is one of the nastiest experiences so far. I battle with every bone and with every vertice. And i haven't even implemented a facerig. I still battle with the vertices outside.

In short, the colour mush is killing me. Hard to decide if the current vertice is in front, in the back, or even at another body part. I cannot even identificate what body part i have in work here. I miss the wire that could help to decide which vertice depends to what edgeloop.

Could we please have a wireview for weightpainting?

Post by Emmanuel // May 31, 2008, 11:36pm

Emmanuel
Total Posts: 439
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Could we please have a wireview for weightpainting?


Do you mean, something like this ?

Post by Tiles // Jun 1, 2008, 12:47am

Tiles
Total Posts: 1037
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Exactly. The weightpainting is one of the things i love at Mostu :)

I know that we will never see the complete Mostu features in TS. For me it would enough to have at least a complete wireframe view for weightpainting so that we can see if the current vertice is in the edgeloop we need. Which is simply nearly impossible at the moment as you can see at the shot above.

Post by Emmanuel // Jun 1, 2008, 12:57am

Emmanuel
Total Posts: 439
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I hope we will see the complete Mostu features in trueSpace one day... when big boss and developpers will understand that the best soups are cooked in the old pots ( French dictum :) )

A separate window for weight painting, showing the current object only and selected bone only would also be a good thing. Also, a bones tree/browser is a must have for efficient work. Etc, etc...

Some types of work like point edition, scene edition or lights edition can be done via icons or even widgets in the main work space.
But Bones/Squeleton edition is similar to UV edition or material edition : it requires its own interface, distinct from the main one.
Also, the more complex the work is, the more we need some kind of assistants to make sure the user does the right things in the right order.

Post by Jack Edwards // Jun 4, 2008, 4:36pm

Jack Edwards
Total Posts: 4062
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Hey guys, it seems to me that the big difference with the way MoStu handles it is coloring the vertices instead of the polygons. That seems like it could be a simple fix that would solve the visibility issue. :)

Post by Tiles // Jun 4, 2008, 9:22pm

Tiles
Total Posts: 1037
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The biggest difference is that you can follow an edgeloop in Mostu very easily. You can see the edges. Which makes massive trouble in TS as my shot shows.

Showing the weighting at the vertices instead the faces wouldn't really solve it. You could still have problems with not showing edges. Still having trouble to decide if the current vertice is in this or that edgeloop.

Besides that, showing the weighting at the vertices would be fabulous for another reason. That one would solve the colour mush problem. No more trouble to decide if the current colouring is caused by several semitransparent faces overlay each other, and no more trouble to decide to which vertices the current colour shading depends :)

When i would have the choice i would vote for colouring the vertices instead the faces. No question :)
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