been experimenting with joint placement and skinning in earlier stages of modeling.
found that the split branch order smooth skin cluster option allows for successfull retreats from modeling mistakes
skinCluster -split;
cly_armature 1
>
http://rogerklado.web.officelive.com/Documents/cly_armature.zip
/*
cly_armature.mel v.0.1
// Roger Klado was here,
// April 4, 2009 ( joint )
// cause no one else will do it fer me
RogerKlado@gmail.com ( Klado/Claydough/cly_ )
For modeling while skinned...
branch chain skinning ( skinCluster -split ) can be more forgiving than default smooth skinning or
other chain order methods.
( undo will actually allow you to escape tweaks accidently made outside the bind pose )
( tweaks outside the bindPose are only "off" by weight difference not by double transforms )
( "delete by type: non deformer history" to bake history instead of "detach> edit> re-attach" )
Select a skeleton and a polyMesh. run this script ( cly_armature 1 ) to apply sculpt friendly skinning.
Transform components, Move Skin Joints Tool and create history in the Bind Pose.
"Delete by Type: non deformer History" to bake those results.
Sculpting the baked result outside of the bind pose is achieved by skin weighting finesse
( for the deformed, skinning is sculpting )
*/