SKIN |
Envelope Assignment |
When you initially assign an envelope to a skeleton, each vertex or centre is assigned to the nearest joint(s) or objects, with automatically distributed weights.
You can subsequently fine-tune the initial assignment to selected skeleton joints or objects using the commands in the Skin->Envelope Assignment menu cell commands in the Actor module.
Some editing operations require an automatic reassignment to apply the changes. For details, see Reassign Automatically.
Colour coding indicates its assignment, as described in Show Vertices. This colour coding of vertices' assignment makes reassignment easier.
For an overview or creating and editing skeleton and skins, see the Skeletons section and see the Skin for Skeletons section of the Modelling User's Guide.
For more ways of changing the deformation of envelopes, see also the Skin->Deformation Parameters and Skin->Deformation Curves menu cell commands.
When assigned to skeleton chains, flexible envelopes map their vertices to the nearest skeleton joint(s).
When assigned to skeleton objects, flexible envelopes map their vertices to the centre of the nearest skeleton object(s). Consequently, it is not important what kind of object you use as a skeleton object, since its geometry is not considered.
Rigid envelopes map the centre of the envelope object to the nearest joint(s) or skeleton model(s). As a result, some operations are not applicable to rigid envelopes, such as Skin->Show Vertices and Reassign Manually.
For rigid envelopes, be aware that the envelope root is never assigned to a joint.
SKIN |
Show Vertices |
The Skin->Show Vertices command allows you to view the assignment of vertices in flexible envelopes; each vertex is highlighted in a colour matching the joint to which it is assigned.
Note:
The vertex has the same colour as the joint if the weighting is greater than 50%. If a
vertex is not assigned to any single joint more than 50%, or is not assigned to any joint,
it remains white.
SKIN |
Colour Skeleton |
The Skin->Colour Skeleton command colours skeleton joints or objects using the default colours green, cyan, yellow, and magenta.
As well, if you assign any kind of flexible envelope (automatic, local, global) to the skeleton, it applies the same colours to the associated vertices.
Tip:
If, instead of loading a whole scene, you choose Get->Element
to load an actor (skeleton plus envelope), the actor's colours are lost. In this case, the
Colour Skeleton command is especially useful.
- Left mouse button colours the entire chain and its descendants in the default colours.
- Middle mouse button resets the colour to white.
- Right mouse button exits the mode.
SKIN |
Colour Joint |
The Skin->Colour Joint command allows you to change the colour of skeleton joints or objects and the associated envelope vertices.
SKIN |
Modify Weights |
After assigning an envelope to a skeleton using the initial assignment parameters, you may still need to fine-tune the way the envelope responds to skeleton movement or create specific deformation effects.
The Skin->Modify Weights command displays the Envelope Weights dialogue box in which you can reassign/reweight vertices to joints or skeleton objects, or assign them to the effector (which is not part of the initial envelope assignment).
This command works on tagged vertices only (for envelope models with geometry). For rigid envelopes, no vertices information is available: you simply reassign or reweight selected envelope elements (such as a meta-clay element) to skeleton joints or objects.
Tip:
It is often easier to use the Bounding Model or Reassign Manually commands to reassign envelope vertices than to use
this dialogue box.
- You can select more than one envelope and edit them one at a time in the Envelope Weights dialogue box without closing it.
- If you selected a rigid envelope, tagging is not required.
- If you select one vertex, your selection is highlighted on the envelope in the window.
- To select multiple vertices, press Shift and make your selection.
- For a rigid envelope, no vertex information is available. You use only the Weight slider and the Joints/Weight scroll box.
- The same weight value is assigned to vertices selected in the scroll box or tagged vertices, unless you select the Weighted option.
- Choose either Selected Vertices or All Vertices.
- In the Joints/Weights scroll box, select a joint, object, or effector. The value of the Weight slider is updated to reflect your selection.
- Absolute sets the weight to an absolute value.
- Add adds or subtracts a specific value to the current weight.
- Add Percent adds or subtracts a percentage of the current weight.
- If you select Add or Add Percent, you can select the Weighted option.
It is often easier to use the Bounding Model or Reassign Manually commands to reassign envelope vertices than to use this dialogue box.
The Modify Weights command ignores bounding models for joints. This is also true of the Reassign Manually command.
The interaction of selections in this dialogue box is somewhat complex and should be understood before use. It is useful primarily when you wish to:
When you select vertices to edit, they are not always highlighted in the window.
A scroll box displays the names of all envelopes selected in the window. Any envelopes without tagged vertices are not included in the list. Highlight an envelope to display information on tagged vertices and their assignment.
You can highlight more than one envelope at a time. However, the Joints/Weights scroll box can only display one skeleton at a time, so this is not a common approach.
If you do this, the Tagged Vertices scroll box shows a list of vertices corresponding to those which are tagged on the first envelope in the scroll list. A "d" beside each means that the displayed value is not necessarily the same for all selected envelopes.
In a few specific cases, it may be useful for you to highlight multiple envelopes in the scroll box, such as if you have skinned identical curves to create symmetrical envelopes around a skeleton. In this case, you can highlight multiple envelopes and then edit the weights of one or more symmetrical tagged vertices in a single operation.
Lists any tagged vertices for a selected envelope by their identification numbers. When modifying the weight of an envelope, you must tag some vertices. When modifying the weight of a rigid envelope, no vertices are listed.
When you highlight an envelope in the Selected Envelopes scroll box, the tagged vertices are listed by number in the Tagged Vertices scroll box. You can edit the weights for selected vertices in the scroll box or all of them in a single operation.
Examples:
For a rigid envelope, no vertex information is available. In this case, select the entire envelope and weight it relative to selected elements, interacting only with the Weight slider and the Joints/Weights scroll box.
For a flexible envelope, this option sets the weight value for all or selected tagged vertices relative to the assigned skeleton element.
For a rigid envelope, this option sets the weight of the selected envelope (range 0 to 100%).
Selects the weighting formula. Use the Weight slider with any of these options to change the values.
If selected, this option automatically interpolates the weight values across the whole area of the selected vertices - there is a progressively diminishing effect spread out over the vertices associated with the selected item in the Joint/Weight scroll box. The result is a smoother interpolation between points. This option can only be selected if you have selected Add or Add Percent weighting.
Your adjustments apply specifically to the selected element without considering or affecting assignment to others. However, vertices' weighting must be between 0 and 100%, regardless of how many elements they are assigned to. If your adjustments cause the weighting of a vertex to go below 0 or above 100, there is an automatic readjustment of weighting over all the assigned elements to respect this restriction.
There is an interaction between the Weight menu, the Weight slider, the Weighted option, and the Joints/Weights scroll box.
In most cases, the Weight slider affects the weighting of only the selected element in the Joints/Weights scroll box. However, the total weighting for the selected vertices cannot exceed 100; in this case, the weight values for all elements are recalculated to bring the total to 100 or 100%.
The Weighted option can only be selected in conjunction with the additive weighting modes: Add or Add Percent.
For example, if you select Add Percent from the menu, select the Weighted option, and enter 50 with the slider, this is the result:
Lists each joint or object in the skeleton, and the effector, if any, and displays the weight values for the associated vertices. Initially, vertices are assigned to one or more elements for a total of 100%. When you edit the weighting value for one element, it does not recalculate the weight for other elements unless the combined weight for all elements exceeds 100%.
Automatically updates the scene with the modifications you make. If you like, you can deselect this option and use the Refresh button only when you want to see the changes you have made.
Allows you to view the results of your modifications immediately.
SKIN |
Reassign Manually |
The Skin->Reassign Manually command allows you to reassign tagged vertices to another joint or skeleton object, or assign them to the effector (which is not part of the initial envelope assignment).
Reassign Manually is applicable only to flexible envelopes. For rigid envelopes, you can reset their assignment. The easiest way to do this is by using the Skin->Modify Weights command to modify weighting values of tagged points.
The Reassign Manually command ignores bounding models. This is also true of the Modify Weights command.
Whenever vertices are assigned to parts of skeletons (whether automatically or manually), the assignment is always based on the initial, undeformed position. Before reassigning points manually, it helps to reset the actor, to visualize the starting point before you start reassigning. To do this, choose Skeleton->Reset Actor.
SKIN |
Reassign Automatically |
The Skin->Reassign Automatically command automatically resets the assignment and weighting to the initial (undeformed) assignment. It can be used for flexible and rigid envelopes.
Note:
Some editing operations need an automatic reassignment to apply the changes. For example,
if you assign a global envelope to a skeleton hierarchy and then insert a new element into
the hierarchy (a chain, object, or bounding model), the new element is not recognized by
the global envelope until you choose Skin->Reassign Automatically or Reassign Manually.
- A message warns you that automatic assignment will destroy the current assignment. This means that any manual reassignment or weight modifications will be lost because all vertices will be reassigned to the nearest element, regardless of their current weight values. The reassignment will nevertheless take into account any bounding models.
- The Envelopes Initial Assignment dialogue box appears, in which you can again choose the weighting method (Full Weight or Weighted) by which to reassign the envelope.
Last updated 02-apr-1998