I’ve got an armature with about 30 odd bones in it. I understand that I need to create deformation groups in the mesh that must be exactly the same name as the bones.
Is there any kind of an automated way to do this creation? I’m fine with assigning the verticies to the group, but having to retype the 30 names of my bones seems mindlessly tedious.
If you are the impatient type, you could choose to download FunBlender, aka tuhopuu Blender. It is an experimental/Beta version made by some excellent developers. It has an auto-skinning feature.
[!] Use at your own risk [!]
Though I’ve been using it for a couple months with no problems. One thing to note is that due to an addition in the Snap menu, you need to be a little more careful when you press the Shift_s, number key combination.
Or you could choose to wait until the feature is eventually rolled into the feature set of the official Blender Foundation releases.
You can find some more information about it over at the Blender.org site:
To use:
[>] make your mesh
[>] add your armature
[>] with your armature in edit mode, select all bones and give them meaningfull names
[>] select your mesh, then your armature
[>] press Ctrl_p, choose armature
[>] in the ‘Vertex Groups from Bones?’ menu choose ‘Closest Bone’
I have found that when using a complicated armature, which contains all the correct human bones, ie: head, neck, upper spine, lower spine, shoulders,biceps,forearms,etc etc. I just call the bones by their initials.
That is Upper spine becomes US, Lower spine LS, right bicep becomes RBi… ad infinitum.
This makes creating vertex groups easier and a bit faster. I also have tried creating all my vertex groups first then assigning, but I find thatif you create a vertex group and immidiatley assign it, then create the next new group the time taken can be cut by a 1/2. Or there abouts.
I have also tried to use auto setups, but have found I still need to tweak and assign/de-assign verts to make the mesh look good which still adds time to the whole creation process.
If you use one armature for all of your characters, you can remember the bone names really easily, US, LS, RBi etc this make for faster vertex grouping when assigning.
I have tackled that issue with some sucess with a Keyboard/mouse macro maker called (Ironically) “Macro Maker” which is a free download and fairly straightforward to use.
If I have a group of bones or some similar set, I start by making the recordings of the keystrokes and assign hotkeys.