Good catch on dragging the bone causing a tool switch. Fixed! Note the slider will set an absolute weight for the selected vertices and bones, while dragging up/down in the editor area will adjust the vertices relatively. Weights
remembers its selection separately, so you can toggle between Weights
and Rotate
/Pose
to test the weights.
I solved the draw order problem with self intersecting meshes by ordering the triangles based on the bones they are affected by the most. The order the bones appear in the Skinning Weights
dialog is used to control which is on top. You can drag the bones to change the order. Cheers! :beer:
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The bone colors change when you change the order, which is disorienting, but you won't be changing the order very often. The order cannot be keyed, but is at least predictable now. It's a nice feature! :rock:
I need to implement smoothing and auto weighting before we can do a proper tutorial. Sorry!
Don't listen to Shiu when he promises subdivision. :wonder: It's difficult to implement, would require meshes to use quads instead of triangles and affects the runtimes. Maybe someday though.