When the product was born, I was so proud of the add-on, it uses unique ray tracing technology to build voxel grid, which is super robust and accurate, and the add-on combines Blender's built-in heat map diffuse skinning tool and the voxel heat diffuse skinning tool to deal with all skinning issues, I can always get perfect results.
Traditional heat map diffuse skinning algorithm can only deal with watertight meshes, but artists create character components in their own way, then group them together to a character, usually the character is not seamless, this often cause traditional heat map diffuse skinning algorithm to fail.
Voxel heat diffuse skinning algorithm can overcome the shortcoming, it converts the non-seamless character into a solid statue, heat diffuses in the solid statue, so we can get the most natural vertex weights.
Traditional heat map diffuse skinning algorithm can get much better result in detailed areas such as fingers and toes than voxel heat diffuse skinning algorithm, we can combine them to get perfect result with this Blender add-on.
Launch Blender, navigate to 'Edit->User Preference...->Add-ons', click the 'Install Add-on from file...' button, a pop up dialog will appear, select 'voxel_skinning-3.5.2.zip', click the 'Install Add-on from file...' button on the pop up dialog, the add-on will be installed to Blender's addons directory.
3. Copy the two files to the server, and copy the addon's zip file to the server, unzip the addon file, there is a command line tool for each platform: Linux, Windows and Mac, you can find them in the sub-directory of 'voxel_heat_diffuse_skinning'->'bin', in fact, the actual task is done by the command line tool.
We use CPU's multiple cores to boost the speed. For example, the CPU of my Mac mini (Late 2012) is 2.5G HZ Intel core i5, it has two cores, but each core supports two super threads, the algorithm will use four threads to generate solid statue and diffuse heats simultaneously.
It works fairly well and I imagine that it could work with reassigning the weights back to the mesh, or maybe even when initializing the heat. Have every voxel between the head and the tail start at MAX_HEAT and distribute the heat from there
There have only been a few situations that I have used the voxel heat.
But if I used it more often, I would better know when it would speed me up. At the moment because I use it so infrequently, I'm just using that as almost a last resort.