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author | Campbell Barton <ideasman42@gmail.com> | 2012-10-09 14:56:35 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-10-09 14:56:35 +0400 |
commit | 8730b390fbd222a4c64304992f520cdce94fb710 (patch) | |
tree | 394057b556b6b82bec2c9a6443820553d0b96d99 /source/blender/editors/object/object_ops.c | |
parent | 27aa05ec36e85cedad81490189f706e9c709387c (diff) |
patch [#31919] limit the number of bone deform weights per vertex. Many game engines require a limit of 4.
from Kesten Broughton (kestion)
Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
Diffstat (limited to 'source/blender/editors/object/object_ops.c')
-rw-r--r-- | source/blender/editors/object/object_ops.c | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/object/object_ops.c b/source/blender/editors/object/object_ops.c index fa40d579e2b..cd4c73a9f1e 100644 --- a/source/blender/editors/object/object_ops.c +++ b/source/blender/editors/object/object_ops.c @@ -188,6 +188,7 @@ void ED_operatortypes_object(void) WM_operatortype_append(OBJECT_OT_vertex_group_levels); WM_operatortype_append(OBJECT_OT_vertex_group_blend); WM_operatortype_append(OBJECT_OT_vertex_group_clean); + WM_operatortype_append(OBJECT_OT_vertex_group_limit_total); WM_operatortype_append(OBJECT_OT_vertex_group_mirror); WM_operatortype_append(OBJECT_OT_vertex_group_set_active); WM_operatortype_append(OBJECT_OT_vertex_group_sort); |