@blender-bot package
I tweaked the math to reduce the dependency of the width of the smoothing band on the number of segments by scaling the radius appropriately.
unpinned_scene
pointer.
And in the general case, bone placement won't necessarily help you here, because moving a bone closer to some vertices moves it further away from others. So you're always playing a kind of…
Here's an example that demonstrates artifacts from the discontinuities in the mapping
So, like I commented above and in the chat, I implemented a smoothed mapping (with a blend file…
@Mets Are there more helper functions that might be useful that I'm not thinking of?
I'm not actually sure, I think I need to try adding checks to some addons. Any suggestions of ones with…
And with that kind of information available, a signed-distance-field-esk approach probably has the most potential.
The problem with that kind of thing is how wide to make it without extra…
I wasn't suggesting using the smooth absolute value function—that obviously doesn't apply. It was an example of taking a mapping with a discontinuity (in that case a first derivative…
A trivial example of this kind of "getting rid of discontinuities" approximation is the smooth absolute value function
sqrt(x*x + n)
, when you want something that approximates an absolute…
- I could be mistaken, but based on your visualizations it looks like the new mapping has singularities that are…