I just want to share some tips for skinning a character and also ask for feature request for a better way to make skinning .
Every time a model a character , i use the mirror modifier .
And in the same time i do the armature too , just to see how the mesh joints bend with the armature .
No problem until now …
Then , when all is done , or when i want to test how the character look like in his entire , here comes the big problem …
If i apply the mirror modifier , all the vertex group created by weight painting are deleted (but in fact , even if it have worked , their will be 1 vertex group for right and left arm for exemple… not great , and weird).
Tips : Someone tell me that i can duplicate the mesh in object mode , and rename all the vertex group (flip the .R and .L in the name) for this object , and join it with other side …(remove double , duplicate arms and legs bones , flip side and flip bones name ).
And this work really well , i don’t have to re-do the weight paint for the other side .
little feature request :
But i don’t like to do the same thing again and again and …, and it would be cool if there was a button or shortkey for flipping the name of the vertex group in an object (ie leg.R to leg.L).
Does that exist ?
I know that this is possible for armature by pressing “w” with one or several bones selected …
Big feature request :
A mirror all modifier would be super great .
Imagine , the mirror modifier would work like the current one , but when you hit apply , the mesh and the vertex groups names would be flipped ; the armature bones and bones names would also be flipped …
Please someone , tell me that this is possible …
In a python script or best …integrated in blender …
See you .