As promised the skin modifier has returned. I’m overall pleased with our detour into armature-land, I think we all have a much clearer idea of what the direction of the tools should be.
Coming at this problem from the other side now, I’ve added an operator to convert the mesh structure into an armature and generate the appropriate vertex groups. You can then add an armature modifier and pose the skinned mesh. Continue reading Armature extraction for skin modifier
Thanks to all for the feedback on the armature skinning patch. I think it’s clear at this point that most people would prefer the mesh modifier approach to armatures. I’ll be going back to that approach and looking at adding a “create-armature” operator to aid in posing the mesh modifier output.
Not sure when the next update will be, my car broke down yesterday so that’ll be my focus for a few days :)
Lastly, please permit me to lecture briefly on some commenting issues:
Code doesn’t disappear just because we try something different. Some folks made it sound like I destroyed the skin modifier code in a shredder in order to make the armature-skinning code. Not so much.
Negative feedback is great, but it needs to be specific to be useful. Saying anything along the lines of “it is useless” really needs to be “it is useless [to me] because of X, Y, and Z.”
Resist the temptation to use hyperbole, caps-lock, or exclamation points. Do embrace whitespace and punctuation.
And thanks once more to everyone for taking the time to test this code out. :)
Update: Rebased skin modifier against latest trunk, pushed new branch to blender-bishop on github.