Aodaruma/coa_tools2

is it necessary to "Edit Shapekey" and "Edit Weights"?

Aodaruma opened this issue · 3 comments

is it necessary to "Edit Shapekey" and "Edit Weights"?

Hi, Aodaruma

When you say edit weights... as in armature/bone weights right?
I would say weight map editing for COA is one of the most essential features for believable soft body movement.

As for shape-keys, they have their place, particularly in corrective blend shapes.
Recently I had a 2.5d animation of bottles of drink; with one shape keys for liquid tipped to the left and one for the right.
That's good enough for some simple stylized animation in some cases.

But it's more of a stretch goal thing in my humble opinion.

I'm sure there many more pressing issues that you're focused on than shape keys; But armature based mesh deforming weights are a solid yes :)

Simon

Thank you for the comment, Simon.

To be honest, I've been editing without touching the Edit Shapekey and Edit Weights buttons. They are not usually essential functions for Coa_tools like Edit mesh, and I could easily edit by directly changing the mode through weight mode or edit mode, so it was easier to edit without pressing the buttons.

However, I don't think we should simply remove these functions.

Aodraruma,

It may depend on what you're doing, I think. Sometime later, for people doing advanced character facial animation; some of these features may be preferred.

But I'd say don't let it get in the way of getting the overall functionality back to working order. When I can export the Stip test character over successfully to either creature or dragon bones or any other runtime, I'll be more concerned about smaller things like weights and shape keys.