Thanks Chris - BlitzUI rocks. Will use FUI for the next one !
I spent a lot of time on the actual vertex assignment mainly because for me this is the most difficult part of rigging. I came up with all sorts of weird schemes using envelopes and other geometrical concoctions. In the end I settled for a highly manouverable camera and the good old box drag method. The different selection modes and the single vertex toggle work quite well. Selection is persistant too so you can switch to anim mode, try it out come back to vertex mode and modify if required.
My favourite is the 'Assign to Nearest' option. This performs a default Rigid assignment. If you add in a few dummy bones this does a remarkably good job leaving you to make a few adjustments only.
I spent a lot of time on the actual vertex assignment mainly because for me this is the most difficult part of rigging. I came up with all sorts of weird schemes using envelopes and other geometrical concoctions. In the end I settled for a highly manouverable camera and the good old box drag method. The different selection modes and the single vertex toggle work quite well. Selection is persistant too so you can switch to anim mode, try it out come back to vertex mode and modify if required.
My favourite is the 'Assign to Nearest' option. This performs a default Rigid assignment. If you add in a few dummy bones this does a remarkably good job leaving you to make a few adjustments only.