![]() ![]() 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. These options can help you avoid letting the normalization process unintentionally set small weight values across many vertices. This drop-down list lets you set how you want smooth skin weights normalized. Sets the object to use a blend of classic linear and dual quaternion skinning, based on a per-vertex weight map that you paint. When a mesh is set to use dual quaternion skinning, volume is preserved even as it is influenced by a joint twisting on its axis. Use this method if you’re concerned with preserving volume in the mesh as it deforms around joints that twist. Sets the object to use dual quaternion skinning. When a mesh is set to linear skinning, it can lose volume in areas where it is influenced by a joint that is twisting on its axis. This mode allows some volume shrinking and collapse deformation effects to occur. ![]() Use this mode if you want basic smooth skin deformation effects, the same as in previous versions of Maya. Sets the object to use classic linear skinning. See also Smooth skinning methods for more information. Specify which skinning method you want to use for the selected deformable object. While legacy bind methods create artifacts, and Heat Map binding often fails on real-world meshes, the Geodesic Voxel bind method addresses these issues by using a voxelized representation of your character, computing the bind weights, and then applying the resulting weights to the existing closed-form skinning method, deforming the character's geometry. Uses a voxel representation of the mesh to help calculate influence weights. Higher (hotter) weight values occur closest to the joint, and dissipate to lower (cooler) values as you move away from the object. Initial weights are set based on each influence object inside the mesh acting as a heat source, emitting weight values onto the surrounding mesh. Uses a heat diffusion technique to distribute influence weights. For example, this method can prevent a right thigh joint from influencing nearby skin points on the left thigh. In character setup, this method can prevent inappropriate joint influences. Specifies that joint influence is based on the skeleton’s hierarchy. In character setup, this method can cause inappropriate joint influences, such as a right thigh joint influencing nearby skin points on the left thigh. When binding skin, Maya ignores the hierarchy of the skeleton. Specifies that joint influence is based only on proximity to the skin points. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |