colorcurvature opened this issue on Sep 06, 2013 ยท 5 posts
colorcurvature posted Fri, 06 September 2013 at 2:58 PM
Is there any joint (e.g. shoulder, leg)... where the advantage of weightmaps over classical spheres is most evident? Or is it rather a workflow thing, when you start from scratch, that a weightmap is easier to make than a sphere based setup? I've been playing with weightmaps on M4's shoulder. I had removed all the JCMs from it and wondered how good it can get with a weightmap, but I noticed one cannot influence the bulging very well, the vertices rotate only after all, one cannot move them normal to the rotation with a weightmap, naturally. I did not conclude that WM makes JCMs obsolete.
So when weightmapping was new and we had V4WM, what exactly went so much better with WM?