Hi, atlantis23
Your 3 points are very different ("full spectrum”
). Ok, step by step
atlantis23 - 16 August 2008 07:15 AM
1. Is there a simple way to replace a painted strength map for many bones by a new map? If not, there should be.
Now I have to Duplicate Paint the old map, Select Bones for the original map, Remove the original map, and Attach Bones to the replacement map. Is there a better workflow?
Don’t know, it’s “application design”, not a programming yet. If there are ideas - let’s consider them together.
atlantis23 - 16 August 2008 07:15 AM
2. Another glitch: The Skin Editor values (Weight Min, Falloff, Bone Max) are lost when I detach a skin. So I have to enter the same values again and again when I detach/bind the same skin—really annoying. The skin should retain these values.
Let’s formulate like: “skin dialog default values should be auto-adjusted to latest opened skin”. Right? Then let’s ask EITG permission (because it’s a changing of functionality, although a little) and then - change it.
atlantis23 - 16 August 2008 07:15 AM
3. On the other hand, the strength maps survive when I detach a skin. The bones of the detached skin retain their map reference, which now points to a map on an unbound skin. This state seems to make Animator unstable. I get a lot of crashes in this situation, whenever I rename any object in the scene. The crash is always caused by
DFWDialogEffector::InterfaceBoneStrengthListRename().
The same operation usually works when I restart Animator.
Animator 7, OSX 10.4.11, iMac G5.
It looks like direct bug that should be fixed. But we need a bug prj - please prepare such small one and write few phrases what we need to do to get a crash