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New Custom Weight Range Visualization and, Multi Modifiers

10

wp_mm.jpgWeightpaint uses a hardcoded range for visualizing weights. To allow users to have more accurate visualisations for what color represents what value, you can now edit a custom range for weights. Also, current Modifiers are a linear stack in Blender and are applied sequentially. With Multi Modifiers, you will be able to mix the results with a weight group.

For more details, go here.

These features can be found in builds available at graphicall.org.

Note: Do not use experimental builds for mission-critical projects or files. Although tested, they are still unofficial releases and are subject to change at any moment.

10 Comments

  1. That looks sweet!

    "What the "multi modifier" does is deforming the model with both modifiers seperately - with the same input - and then mix the result with a weight group."

    I'm curious if we're looking at some boolean-types to blend the modifiers in the future...

    I wonder how this is impacting peach and the awesome peach "fuzz"?

    Man, I can't believe March is just 3 months away! It's got to be pretty intense at the institute right now.

    Good luck guys! After seeing that you made 3dTotal and seeing the image for "Bolt" - it's really encouraging to see the work coming out of this. Can't wait to see what's in store for 2.5.

    K

  2. For those new to Blender, Weight painting is documented in the User Manual here: http://wiki.blender.org/index.php/Manual/Weight_Paint

    Now I have some questions: 1. Does this just change the colors used to represent 0.0 through 1.0? So, instead of Blue you can use Orange, and so Orange on your monitor means 0.0 influence? So, if you are colorblind to some color, you can remap it. Is this the reason for this enhancement? The alternative is that you've expanded the range or changed the range of the weight paint to match the colorband, possibly omitting or reversing values...

    2. I read that the colorband is not saved with the actual blend file, but is a user-instance thing, Therefore, if two people download the same .blend file (e.g. Mancandy), 0.0 on my machine may show as blue, but on another machine with a different default it may be green. Correct? The caution would be when diagnosing problems and getting help, it's a preliminary question to ask.

    3. Does the alpha setting for the color have any effect on the visual display?

  3. Yes you could substitute blue's normal .0-.25 or whatever range with orange, PapaSmurf.

    While I'm unsure of the motivation behind the new preference, it could be for the color-blind.
    But more likely, this is preference, not necessity. Maya users usually paint their weights with just Black and White,
    and would feel more at home painting weights on Blender. While it might lead to confusion when sharing each others work, you can always figure out the actual weight by selecting the verts and looking on the info panel.

    I'm not sure of the Alpha effect - but I have a feeling it'll become transparent on a system with a newer videocard than mine :)

  4. So the modifier stack basically gets a modifier graph (tree)? Like the node system (but hopefully not a different GUI there again - even if the node GUI is not that good another additional GUI concept would be a catastrophe).

  5. The current node GUI is fine.

    No, this would be like the Outliner.

    However, I can't seem to figure out how to use the "modifier tree."

    By the way, Jaco seems to have the most up-to-date build, right there on top.

  6. Poor Maya users. I would find shades of gray to be really hard to discern. Maybe they could export their models to Blender for weight painting. Oh, wait, a lot of Maya users already use Blender for modeling, so they dont have to export until after its weight-painted. They will like that.

    I have a modern video card, kinda, and I think it would be very cool to have alpha as an effect on the display of the mesh as well as color...you could literally see the effects of the importance/strength of the whatever. Paint more of an effect and literally more of the mesh comes into view.

  7. I'm still waiting for animated weightmaps ever since I came into blender3d around a year ago.
    Does this new feature mean I can have a weightmap value transition from 0 ->1 over a period of time?
    If so, yay =^_^= I have been dying for this feature. This feature would be great for special effects like growing the hair on a werewolf or turning a character into jello >:3
    If not, then I'll have to stick to my poor python writing skillz :P

  8. @ilobmirt
    Correct me if I'm wrong but, I think you can already do that by using a texture to control the velocity of the particles. Maybe using an animated texture would control the length of the hair strands over time?

  9. a custom weight range is handy if you're looking for errant really low values, or values that aren't quite 100%. if you adjust the ramp so that its black at 0%, white at 10%, and white at 100% (ie you make a short fast ramp for the first 10%), you can see low values that you probably mis-painted clearly. Similarly for the 90%-100% range, or any given range you want to clamp and look at closer. In maya you set this with the min/max values in the paint editor, very useful.

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