I was talking with a friend recently, and an idea popped into my head but since programming or scripting is not my forte, I figured I would put it out to the public and see if anyone familiar with programming Maya (or similar design suites) would know if it is possible.
Basically, the idea was for a transform widget-like tool, but instead of the handles manipulating the world coordinates of the vertex, they move the vertex in world space according to its weight value.
An example of this idea would be, if I have a group of vertices that I might normally try to paint or manually edit their weight values to get them to where I need them to be, this tool would allow me to directly manipulate them as if I was trying to move a vertex or a face normally.
I imagine there would have to be some sort of limitation on the amount of translation you could do seeing as the weight values cannot be greater than 1 per vertex. I have no idea what kind of calculation may or may not be necessary to get a tool to behave in this way, but it seemed like an intriguing idea.
To be quite honest I'm not quite sure how to express this concept in a clearer and more concise way hahaha, but I hope that was understandable at least lol.
Thanks in advance for anyone checking this thread out!
Replies
One could also argue that such issues would be better solved by a clean joint placement in the first place. At the end of the day you are better off limiting the number of bones influencing a given vert to as low a number as possible, which then makes weight tweaking quite straightforward.
Not trying to shoot down your idea of course - I just don't see any situation where such an approach would preferable over a clean and straightforward approach to weighting I'd be happy to be shown a practical situation where this would be helpful - but in the meantime I'll go back to good old carefully planned weighting, which really doesn't take that long and is quite a simple process anyways ...
A different approach would be to start by simply weighting everything with 0s and 1s, and then smoothing the result. It can work extremely well.
However, the tool you are describing sort of exists. http://www.braverabbit.de/extractdeltas/ Watch the video. Personally, I wouldn't use it for games though.
I wonder if the problem stated earlier by Pior could be partially mitigated by allowing a choice of which influences would be affected by the transform widget once the vertices are selected? The skin of course would need additional refinement, but if this sort of thing is possible, I would find it incredibly useful in a lot of situations hahaha.