Documente Academic
Documente Profesional
Documente Cultură
What is weighting?
Weighting is adding a modifier to a mesh that defines influences that bones will have over vertices. The influence means that as bones move, they move the vertices move, too. How much or little the vertices move with a bone is determined by the weight value. NOTE: A bone can be any object but is most commonly a hierarchy of linked Bone objects for an avatar and a hierarchy of linked Dummy objects for everything else.
Either modifier can be used to make any type of item in IMVU. You can make clothing using Skin or Physique just as you can make an animated furniture item with Skin or Physique. Physique is an older modifier that came as an add-on to 3ds Max prior to version 7. All supported versions of Max for IMVU include Physique and Skin and so the choice is yours.
In a typical fixed or static mesh you will select the root bone of you skeleton in step 6. If you are making an animated item and the entire mesh is to be animated you will select the bone that has keyframes. If you have a mix a part of the mesh that is fixed and part is animated you will repeat steps 5 7 for each part but in step 5 you will only select the vertices for one portion of the mesh, then select the bone, and adjust the absolute value then repeat.
4. 5. 6. 7.
Check ON Vertices Select all vertices on your mesh Select each bone from Skins list of bones Make sure to check on Normalize this will force 3ds Max to ensure all bone weights add up to 1.0 8. For each bone, type in the weight value in the Abs. Effect box that you wrote down from the matching vertex
After youve setup your initial envelopes and cross sections you need to test your meshs movements. This is done by creating the keyframes on the bones then moving (scrubbing) the time slider back and forth and watching how your mesh reacts. If all looks perfect, youre done! If the mesh has chunks that arent moving at all or if there are large sections not blending well Select the appropriate bone and increase the size of the cross section to make sure it encompasses the vertices that arent moving OR Increase the amount of overlap between two cross sections to get a better blend of weights
Once the mesh is mostly moving the way you want and there are only some minor issues then you can bake the verts and begin editing weight values by hand: 1. Make sure Envelopes mode is on and Vertices is checked ON 2. Select all vertices 3. Click Bake Selected Verts Now you may select individual vertices, individual bones, and adjust the weight values manually by typing in the Abs. Effect value. On newer versions (Max 8 and higher) you can use the Weight Tool window to more easily edit values.