Can't keep mesh area hidden set with mesh editor when working with Skin Weight Painting - Bone display also fails to show
Skin Weight Painting can be very slow, especially if someone forgets to toggle of smooth mesh by subdivision But I my case I didn't have that enabled, I do have a dense mesh to work with Spring Joints, problem remains is that it's too slow and freezes and crashes often (AMD 16 Core 32 Thread at 5Ghz & 128 GB host ram and a RTX 4090 graphics.)
I have set the shader to minimal mode, isolated the mesh and it still wasn't enough. So I thought, hey I can hide more than half the mesh with Edit mesh, then go back into skin weight editor.. as soon as did that and toggled off joints, the mesh are I tried to hide came back. Not only did that not work, trying to toggle the Bone display in the skin weight editor or the Bone tab failed to restore the rendering of the bone hierarchy.
So I found out how to restore the bone display. i had disabled my character and all other mesh parts to lighten the scene but apparently it needs the body to display the bones. i hope you find a way around this issue to work on weights, maybe as the user presses the button to paint, isolation mode helps to show only the area your painting plus extra little extra that could be set with a radial render area slider for Real-time GPU Isolate.
Hi Ascensi,
"I would have used my other character but it needs spring joint compatibility for custom joints within the IK joints you've already mentioned to the devs, any word on that?".I'm very sorry that
at present, this is the specification, and our team has not yet considered modifying it.
I have sent the performance issue to our development team to discuss whether it can be optimized.
Molly
Reallusion
Feedback Tracker Admin
Hi Ascensi,
Can you provide your project to us?We want to confirm the performance issue.
It is a specification that the mesh in Skin Weights will be showed when you hide mesh in Edit Mesh,because we need to see the weight effect through the mesh.
Molly
Reallusion
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