Something I would like to see as a standard weight painting workflow is to
be able to groups weights to rapidly decide which layers are locked and
which aren't, so I don't destroy good work I've done so far, by quickly
setting up my desired mask. Unlike as of now that I have to lock manually
weight by weight.
So with groups I would select the "Torso" and the "Head" groups, I would
paint over those but not over the "Arm_L" and "Arm_R" groups. And if none
is selected, than it's like all are selected and I paint all over them,
none is locked. Single exclusion would be done by selecting something and
than inverting that selection.

Cheers



On Fri, Nov 18, 2016 at 1:01 PM, Alok Gandhi <alok.gandhi2...@gmail.com>
wrote:

> Hey Martin,
>
> Good Job! I haven't gone through the code but for performance issue with
> python, did you think about using `numpy` or perhaps `cython`(to write `C`
> extensions) or you are already using one of these.
>
> - Alok
>
> On Fri, Nov 18, 2016 at 8:42 PM, toonafish <ron...@toonafish.nl> wrote:
>
>> Looks very cool, muchas gracias senior !
>>
>> - Ronald
>>
>> On 18 Nov 2016, at 12:17, Martin Yara <furik...@gmail.com> wrote:
>>
>> I finally decided to share the weights tool I've been writing for the
>> last few months.
>>
>> https://vimeo.com/191796419
>>
>> Everything is in Python and Jscript. I rewrote some commands in JScript
>> to make it faster because Python was like 3 times slower to just get the
>> Weights array. Now that I think about it VBScript would have been a little
>> faster.
>> Probably I should try C to handle more deformers faster, but it is doing
>> the job for our current game project.
>>
>> I've included a workgroup with PySide and PyQtForSoftimage for easy
>> installation but I'm not sure if I'm infringing something with this. If
>> there is any problem please let me know and I'll pull it out.
>>
>> Martin
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