View Full Version : use a custom object to define the area of influence of bones

09-16-2010, 02:48 AM
Well, I'm not an animator, but I was thinking of this the other day. If instead of painting weight maps or using the Limited Range, we could use some mesh that we created. Like a very lowpoly mesh, that would be the area of influence of the bone. We could even paint a weight map in this mesh to define a falloff. Then we could do any kind of changes in our object/character because when we replace it with a new version it would work fine and we don't have to worry about weight maps.

maybe this already exists, I don't know.


09-19-2010, 11:34 AM
Weighter 2 would do what you're looking for.

It also sounds like you're describing something like metaeffectors in Messiah.

I agree that painting weights is a pain. More options/tools for rigging are welcome. Hopefully Core has this.