LetterRip wrote:I recently posted a much simpler script for mirroring vertex groups, see the blender scripts list.
http://projects.blender.org/pipermail/b ... 00020.html
Nice! Already quite helpfull. Can save you half the work you'd normally need.
LetterRip wrote:Something that it does, which your script doesn't appear to do was mirror individual weights on a per vertex basis.
Yes, but you have full control over the vertices with the envelpes. Do you think it would still be useful to have this feature?
LetterRip wrote:Also there is a tool for blending between vertex weights for two bones at elysius, you might want to incorporate that idea as well.
I have seen this but not tried yet. This could be one approach. The other I'm thinking of is controlling the belending via the envelopes.
blendman wrote:- Are the envelop created by ourself (by hand), or are they an "automatic" creation (created by the bones, or the armature perhap's, or in a mesh (like in the makehuman script (mesh model))?
that will be cool, if that will be an automatic or/and "by hand" creation of envelopp icon_wink.gif
Nice idea, I will meditate about it! Currently the envelopes are created by hand, but mirrored with Envelope Symmetry.
blendman wrote:- If automatic, could we edit the "envelop" mesh (if it 's a mesh) ? this could be great too, with "fat" character for example.
Yes they are meshes and can be edited freely. There's only two things to take care about: 1. they need to be convex (not concave) 2. all (quad-) faces have to be flat or they need to be converted to triangles.
blendman wrote: If automatic, could we ad some part of envelop (like : 3 hand, 4 foots, 3 legs, a big arm with 4 articulations...)
I don't know if I really get what you mean. But unlimited envelopes (with different weights) can be attached to each bone.