This is definately not a slowdown but a HUGE gain in efficiency. The
beauty of the immediate link between the weight editor and the envelope
is that you can get your character through the rig into a deformed stage
and manipulate the weights interactively while watching the envelope to
change shape. Combined with the individual viewport display of different
construction modes, the weighting tools are very streamlined and
efficient. Weight editing is not iterative but interactive.
Fred Jacob wrote:
Exact values can be typed in manually, but they are also directly applied when changed. While this sounds cool this is often slowing workflow down because more often than none the dialed in value turns out to be non-ideal (skin weighting is a highly iterative process), so it would be better to always work with very small values and incrementally add them to selected vertices. To do this with the current Edit Tools one constantly has to deselect all vertices, change the Deformer Weight value, then select some vertices and shift-click on the slider (something that took me 2 hours to figure out by accident) to assign that small weight change.
This resembles very closely the way skin weights can be applied in 3dsMax, but a dedicated button to assign the weight rather than having
to shift-click the slider would be more obvious, especially for new users. In this context it would also make more sense to have the
Deformer Weight slider change not directly result in changed vertex weights but rather pressing the Add, Add% or Abs buttons should have this effect instead
of them being mere modal buttons.
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