I would LIKE a quick character creation with "META-BONES !"
In brief, as an artist I would like to: 1 .Right click right click right click.... Left click or Escape to end 2 .See as a result a chain of Capsule metaballs, each of them RIGGED and ALIGNED to another in the order that I created them. 3 .Be able to convert on the fly the metas.... to MESHES/WEIGHTED MESHES/PARENTED METAS.... 4 .If I wish, sculpt the result, to complete the workflow, and not breaking my previous work. WOULDN' IT BE NICE ? Because all seems to exist in Blender yet, but is too long for me to "sketch" on the fly and get a quick result, even by using skin modifier method. (giving weird roll effects on the created armature....
4 Comments
Use skin modifier + subdiv for it.
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* @ Vyacheslav * Thanks for your interest... Meanwhile I looked at Bone-studio build as you suggested. But I found exactly what I searched for in this link: youtu.be/xgVvgPKvvmA ,and effectively this is an addon which can be found in Github there: github.com/anfeo/Blender-Sculpt-Tools and seems very promising... And concerning all kind of remeshing methods, even if very interesting to "polishing" the obtained character, all that I wanted to investigate is a fast method to fast testing a shape and get a first look at what it will look like when posing and pre-reshaping it , until satisfiying good proportions could be obtained. A nice assignment of bone weights by point or by envelope is really a + , because it's often a pain for a good rigging process. And about a good remeshing afterwards, often the weighting process is lost because of the remesher itself.... So... I will investigate about all this . However thanks again !! Cant' wait to see Blender 2.9 !!
@Vyacheslav: Yes skin modifier exists... But using skin modifier sometimes gives bad geometry and is not able to model holes because of the order of the source of the point geometry used. Sometimes also the applied weights are not so clean if you apply the modifier skin. You also must specify which of the point is the root. Metaballs are able to generate all kind of stuff like continuous holes, and carve with negative influences, can be scaled on the fly.... More flexible for me... Types of Meta objects are more diverse... capsules, cubics, spheroids, planar, etc... So my preference to Meta, instead of rectangular profile, not quickly scalable and you need subdivision above this. Not so intuitive that such a workflow I described, isn't it ?
* @dantabdantab37 * Okay, I see. But still looks like a task for addon. Suggestions for core code should be useful for typical user, who models, sculpts and may be animate a little.
Your suggestion looks more close to voxel sculpting and modeling. Did you tried advanced voxel remesh modifier from Bone-studio build?