I almost never use painting for weights but, creating groups (list of components), or clusters, to lock their weights with buttons in a PPG should be very easy to code.
Or do you mean something like Maya's ngSkinTools ? That looks pretty cool, but since I rarely use painting weights I haven't tried it that much. Martin On Sat, Nov 19, 2016 at 2:01 AM, pedro santos <probi...@gmail.com> wrote: > 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 >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> >> -- >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > > > > *------------------------------[image: > http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro > Alpiarça dos Santos >> http://probiner.xyz/ <http://probiner.xyz/> > <http://probiner.x10.mx/>* > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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