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Hi there,
I have a couple simple questions that have alluded me while skinning a character mesh for some reason:
1. When in component editor, sometimes the joint that I’m trying to weight is not in the heading list as an influence on a particular vert that I’m trying to add weight to. I’ve tried all the menus in component editor to find a quick way to add that joint in as a column for weighting on this vert. Is there a quick way to add any joint to the influence list? As a work around, I’ve gone into the Paint Weight Tool and painted that vert with influence form the desired joint, but this seems like a roundabout way.
2. I’ll spend time weighting all the fingers for instance. How do I mirror all those new values I’ve weighted over to the opposite hand? So I don’t have to do all the work over again?
Thanks
Autodesk Max 2010 (sometimes I use Max version 8)
Maya 2011, Mudbox 2010, Motion Builder 2010, Windows CP PC Pentium 3.4 Ghz, 2 GB RAM
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@component editor- you can turn off the hide zero columns and you can see any joint.. type in a weight value and then turn back on the zero columns.Not a great solution .. I use the paint tools most of the time and stay out of the comp. editor. Using other scripts for weighting as needed.
@ mirroring weights,Maya has the mirror weights tool that works very well...you need to open the options because the current default value for the tool will not mirror correctly.
Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:
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