Any points within this range are 100 percent affected by movement or sizing of the bone. When Limited Range (Bones Panel) is active, the Min value determines the sharp cutoff point of a bone’s influence. Bones with larger rest lengths will exert greater influence over other bones with equal Strength values, but smaller rest lengths. The Multiply Strength by Rest Length option (Bones Panel) causes a bone to multiply its Strength by its Rest Length to determine the influence of the bone. 50% will halve its influence and 200% will double its influence. 0% will mean it has no influence, like deactivating it. 100% means its influence is calculated as normal from its falloff, length etc. Strength acts as a multiplier on the influence of the bone. Point A = Elbow/(Upp_Arm + Elbow + Low_Arm) Strength What is the amount of influence the Elbow bone will have on Point A ? Point A has three weight maps assigned to it named Upp_Arm, Low_Arm and Elbow. Assuming each Weight Map is assigned to a bone, we will conclude that the amount of influence a bone has on that point is derived as follows: For example, to calculate the amount of influence a bone will have on a vertex we have to know both the total number of Weight Maps on that point, and also their values. To calculate the amount of influence a bone will have on a particular point we have to know how many Weight Maps are assigned to bones and what their values are. This feature ensures that the total values of several Weight Maps applied to a vertex never exceed 100%. Use this option to obtain predictable results when using Weight Map Only. When Use Weight Map Only is toggled on, the bone's influence is directly controlled by the weight map, and doesn't use other controls such as Strength, detailed below. This makes setup simpler for some characters. You can, in fact, use the same weight map on multiple bones (for example assign all the bones in one leg the same weight map) and their influences will be mixed in the non-weight map way, but limited to the area of the weight map. all affect the bone's influence within that map area. When this is toggled off, the bone's influence is limited to the weight map, but the Falloff, Ranges, Strength, Multiply Strength by Rest Length, etc. The influence a bone has on an object's points is now limited to within this weight map. Use this pop up menu to select a Weight Map to apply to the current bone. This determines the length of a bone at the time it was rested. A bone, rotated with the Rotate tool, can be reset to this default base rotation, by selecting Modify > General > Reset. This determines the orientation of a bone at the time it was rested. A bone, moved using the Move tool, can be reset to this default base position by selecting Modify > General > Reset. You can adjust this influence in several ways including distance falloffs, weight maps and so on, listed below. This sets the default base position of the bone, from which its influence is calculated. Multiple bone settings can be edited simultaneously. This can increase performance in objects with more than four bones. Faster BonesĮach vertex will only be affected by the four closest bones in the object. This option can adversely affect performance normally it should be turned off. With this enabled, bone deformations will be applied after morphs. Inverse Distance, Inverse Distance ^2, Inverse Distance ^128 Use Morphed Positions The larger the number the quicker the influence of the bones will falloff. An exponent is used (^2, ^4, ^8, ^16) to figure out how quickly the falloff will happen. Falloff typeįalloff Type uses a mathematical formula to set the falloff strength of a bone’s influence in the current object. Clear All bonesĪs the name suggests, this button will clear all bones from the current object. This pop up menu allows you to choose a different object whose bones you would like to use to deform your current object.
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