Positive values are used as multipliers.Two of the main areas on a model that need to be tested are the arms and legs, in particular the elbows, shoulders, and knees.
#MAYA GEOMETRY X PAINTING WEIGHTS SKIN#
For example, if you set Min value to -1, Max value to -0.5, and select Add for the operation, you would then subtract 0.5 from the weight of your skin when you paint. Negative values are useful for subtracting weight. By setting the Min/Max values you can extend or narrow the range of weight values. By default, you can paint values between 0 and 1. Sets the minimum and maximum possible paint values. Sets the weight value the brush stroke applies.
When you set Opacity to 0, your brush stroke has no effect. For example, with a Value of 1.0, setting Opacity to 0.5 paints a weight of 0.5. Lets you produce more gradual changes to achieve more subtle effects. (See Interactive bind for smooth skinning.) As a result, for interactive binding, weights are not normalized until you deform the mesh.įor more information on skin weight normalization, see Smooth skin weight normalization and Set normalization mode and normalize weights. If you use interactive skin binding, this mode is automatically selected for you. Your mesh will deform with normalized values, but the actual weight values on your skinCluster node may add up to more or less than 1. Note: Since Maya calculates the normalized weight values dynamically at deformation time, you cannot view the normalized values on the skinCluster node weightList attribute. Selecting this mode lets you paint or change weights without affecting the weights for other influences, and still have the skin normalization occur when you deform the mesh. No normalized weight values are stored on the mesh, which lets you continue painting weights or adjusting interactive bind manipulators without having the normalization process change your previous skin weighting work. When on, Maya calculates normalized skin weight values as you deform the mesh, preventing any odd or incorrect deformation. Use the Weight Distribution setting to determine how Maya creates new weights during normalization, if necessary. This mode replicates the normalization process in previous versions of Maya. You can view the exact weights used for deformation on the skinCluster node weightList attribute.įor example, if you change a weight from 1.0 to 0.5, Maya distributes the remaining 0.5 amongst neighboring influences. (This is the default.)Īs you work, Maya adds or removes weights from other influences in order to make the total weights on all influences add up to 1.0. When on, Maya normalizes skin weight values as you add or remove influences, and as you paint skin weights. Note: Be aware that this option lets you create weights of greater than one or less than one, which can allow for odd or incorrect deformation as you exercise the character. For example, all joints that influence skin weights for a selected character mesh. This area displays a list of all influences bound to the selected mesh. Right-click the button to open the Row Increments Options window and set how many fewer rows to display with each click. Shrink Influence ListĬlick to shrink the Influences list and display fewer rows. Right-click the button to open the Row Increments Options window and set how many more rows to display with each click. Expand Influence ListĬlick to expand the Influences list and display more rows. Resets the Influences list to the default size.
Parent influences still display above child influences in the list, but you cannot expand and collapse the influences. Sorts the joint names by hierarchy, but displays them in a flat list. This option is useful if you are painting a single a region of the skin-the joints you need to select from the list while painting are typically next to one another. The top of the list shows the root joint of the hierarchy. Sorts the joint names by hierarchy (parent-child) and displays them as branches that you can expand and collapse.