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Non-linear rigging/weighting workflow

Non-linear rigging/weighting workflow

(Copied from original User Voice forum)

 

"So you placed your joints and skinned your mesh. 70% of your weighting is solved and you notice that one joint could be better placed...So you start again and hope not to spend too long getting the weighting correct, to find out if you solved it.
If it's not correct, start again, and again
Or with a bit of smart scripting... you could cache the influence list, cache the joint rotations, cache the weights, restore the bind pose, detatch the skin and prompt the user to correct the joint placement. Then restore the bind, the weights and (optionally) the pose.

Waaaaay more playable, far faster."

4 Comments
BrianHorgan4960
Participant

Isn't this what the Moved Skinned Joint Tool already allows you to do ?

Anonymous
Not applicable

yep, moved skinned joints solves this case. Things like this post muddy the waters and increase ignorance as people vote for something that is already present. 

trevor.adams
Alumni

Thanks for clearing that up, guys.  I'll archive this one so it doesn't gather any more votes ... and stops confusing people.

trevor.adams
Alumni
Status changed to: Archived

Archived.

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