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Skinning at 0?
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  • Total Posts: 194
  • Joined: 11 March 2011 08:40 AM

How can I smooth bind a mesh to the skeleton and have everything start out at 0. (so basically nothing gets moved by the skeleton.) So that I can add the weight wherever I want manually.



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What you want to do is not possible. There is always a total weight of 1. The best you could do would be to divide 1 by the vertex count.
To find out how many verticies are in your model go to Display/Heads Up Display/poly count. Then the details of the polygons and vertices et cetera will be visible. Then select the entire model, go to Windows/General Editors/Component Editor and enter the values in the table manually by selecting the entire table and entering the value you got from the Heads Up Display.
Undoubtedly this will distort your model severely. You may get such a jumble that it is unworkable.

Author: johndevine

Replied: 19 November 2011 09:54 PM  
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I`ve always thought, that normalization mechanism works with joints weights sum per vertex. So why dividing by number of vertices?

Author: raym4n

Replied: 19 November 2011 10:29 PM  
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  • raym4n
  • Posted: 19 November 2011 10:25 PM

Just add one extra joint to skin cluster and make sure that skin normalization is interactive. Then set its weights to 1.



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