Hey Cambo, I tested it. Seems to work OK now. Finally I understood how it works, so I’ll comment for other people (you can correct me if I misunderstood):
This script assigns weight paint (100%) to the active vertex group, using an external object (with same name as original vgroup) to determine vertex group extension and limits. This external object should belong to a Group.
For instance, you want to set 1.0 to the sternum vertex group in mancandy, and you want that vertex group to include all vertices in a rectangular area in the chest. You need to create a Cube, shape it to cover the whole area you are interested in, name it “sternum” and make it part of a group, let’s say a group named “envelope”.
Then, in weight paint mode, select the sternum vgroup, and run the script from the header’s “Paint” menu. Fill in “envelope” in GR box, and press the Update Active button.
Voilá, weight paint has been applied to all vertices inside the envelope for the sternum vertex group.
1- AFAIK, it can’t do several groups all together. For instance if I use several objects, with several vgroup names in a Group, only the active vgroup is affected. This is bad because one possible use is to apply same envelope to similarly shaped characters, but there you want something more automated than this.
2- You can’t control the weight paint value you are assigning. I did several tries to set it up before applying the script but failed.
3- It can’t make any blend in weight paint, this would be nice to have.
4- It doesn’t respect weight paint options, so for instance mirror painting is not possible
5- It doesn’t create new vertex groups. You need to create them first even if you don’t assign any weight at first.
Anyway, I can think of many uses for this script, Cambo let me know if you are planning to add any of the above