Any chance this could be expanded to mirror seams and uv’s as well, without changing the Vertex Order? I often get meshed that have been rigged already that I have to re-unwrap, and the addons I have that mirror can often fail. Having some manual control in the matter would be super helpful!
Vertex Location would be great as well, come to think of it. There’s a ‘snap to symmetry’ command, but it fails on a lot of common scenarios…
I made this script (it may slow down the vieport since opengl drawing with python is bit slow):
It will draw color for each vertex group. If color is to bright it means, sum of vertex weight if above 100%, if it is dark then sum of vertex weights is below 100%. So it shoudl be normalized:
I think you could use build in Data transfer modifier for uv mirroring. But it would require UV half of mesh, duplicate, mirror it, and then use this mirrored duplicate as source mesh for data transfer.
About vertex snapping for mirrored mesh - blender build int Snap to symmetry should work ok if you play with its F6 props, and increase threshold param. Or you can use steps from above, and use mirrored duplicate, as source for shrink wrap modifier on original object.
Hi,
Awesome addition to the workflow! Reminds me a bit of Softimage
Just a quick question, is there a way to get a spreadsheet like overview of all weights and bones?
Or is this not possible due to limitations in the Blender UI?
All implementations are always in those sidebars, and no popup windows, or dockable view for more ‘stuff’.
Like a Light manager for instance too, it’s hard to get all data into such a small vertical area.