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ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 03:20:19 pm »
Yeah, PHUR is a little tricky. To get the best results you'd have to convert the body subdivision mesh to mesh so as to permanently make it subdivided. This way the PHUR will much more accurately stick to the mesh when it's all being deformed.
So when dealing with PHUR, I recommend trying your best to use weighted envelopes instead of painted weights. This way you can have an object containing your "working" version (non-converted-to-mesh shapes), and an object containing your "final" version (converted-to-mesh shapes). Then you skin the final version using envelopes and if you need to make changes you can edit the "working" version and replace the "final" version's contents with a copy of the "working" version.
Then, when you're 10000% sure your model is final, you can change over to painted weights and do some good quality weight painting.
So when dealing with PHUR, I recommend trying your best to use weighted envelopes instead of painted weights. This way you can have an object containing your "working" version (non-converted-to-mesh shapes), and an object containing your "final" version (converted-to-mesh shapes). Then you skin the final version using envelopes and if you need to make changes you can edit the "working" version and replace the "final" version's contents with a copy of the "working" version.
Then, when you're 10000% sure your model is final, you can change over to painted weights and do some good quality weight painting.