Thanks for the info on your background, I was starting to think you were coming from different 3d app to blender. Yes, blender is very complex, but it kinda works like this: complexity = powerful application. 10 years ago I tried learning macromedia’s flash, hard to learn, but it allowed me to make websites that didn’t just switch from one page to another, but instead sort of ‘morph’ into different pages. As you know yourself, poser = very easy to use, but limited in what you can do. Anyhow…
- About weight painting and vertex groups, I thought these were 2 different things since I can define vertex groups with no bones and no painting. In the bone panel, it is not obvious to see the weight painting data. But never mind, I don’t need this.
Vertex groups are a group of vertices, but each individual vertex can have a variable amount of weight assigned to it. Weights range from 0 (no weight) to 1 (fully weighted). You assign weights to vertices via weight painting, and this will allow you to blend weights between vertex groups. Subtract weight from one group, add weight to another group. The armature modifier has a check box enabled by default that tells it to modify the mesh based on vertex groups. The more a vertex is weighted to a vertex group with the same name as a bone, will be moved more by that bone. If you want a vertex to move less when a bone is moved, you subtract weight from that group, and add weight to another group/bone.
- About numbering, yes I noticed that numbering was changed when duplicating for instance. I am just surprised that appending behaves like duplicating. I would be so easy to append the object without its armature and use the target armature…I remember having seen an add-on where we can decide what datablocks are used in some functions (duplicate for instance?). Maybe, we can exclude the armature when appending a rigged object with this add-on.
The numbering thing is only because the objects have the same name. If you have a file with a male character and it’s armature(rig) is called boy.rig and you append in a female character with a rig named girl.rig, blender will do nothing about naming, because the names are different already. As to the addon, I don’t know this one, but you’re still going to have the rig come in when appending because of the parent/child relationship. Oh, and I did look at the manual on this, to double check myself, and it’s seriously lacking info on this…
- About child on the armature: is there another way ? when an object is rigged, isn’t it always a child on the armature?
Actually you could do this without the belt mesh being a child of the armature, just add an armature modifier to the mesh object. For this to work, you need to do a couple of things, but these should be standard things you do when rigging anyhow. When starting to rig a mesh, the first step should always be to ensure the mesh object has no rotation, the x,y,z rotation fields in 3d view transforms panel should all be 0. The scale should also be set to 1 for all axis. Ctrl-A -> apply rot and scale will reset these values for you. Then when adding in the armature object, your 3d cursor should be at the origin point of the mesh object, this way both your mesh & armature have the same point of origin. Not doing these steps can result in some odd behavior where when the armature is posed, the mesh will end up contorted in strange ways. I noticed your belt & armature had different points of origin.
Yes you are right, I am doing only static poses (thanks god !) with 1 pose/file so far. How do I get mulitple poses in one single file ? With dopesheets ? With Pose Libraries (I am doing that already but I have shape keys for each pose and shape keys are not applied then and ) ?
Yep, the dopesheet/action editor. Make an animation, 1st frame is the 1st pose, 2nd frame is the 2nd pose, etc, etc… You can change camera angles, lighting, everything from frame to frame. You’d even keyframe the shape keys. But from the sound of things, it seems to me like each file you have with a static pose might have a shape key on the mesh. And I’m thinking different files might have different shape keys? I would have just done all that work in 1 file, each frame a different pose and different shape keys as needed.
As you said, blender is complex, and yes it takes time to learn how to use it good and efficiently. You’ll stumble alot while learning it, but just learn from your mistakes and move on. If you learn or understand how your current workflow caused you problems now, then you’ll know to avoid those in the future.
A thought about linking and proxies, stay away from them for now. They are more for working with others on a group project on a network of computers. Plan ahead, add the buckle before posing the belt instead of trying to add the buckle later.
Hope this helps,
Randy