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Part IX: Working with Characters
                                             The Absolute Effect field lets you specify a weight value for the selected vertices. The Rigid option makes
                                             the selected vertices move only with a single bone. The Rigid Handles causes the handles of the selected
                                             vertices for a patch object to move only with a single bone. This is important if the character is wearing a
                                             hard item such as armor plates. By enabling this option, you can be sure that the armor plate doesn’t
                                             deform. The Normalize option requires that all the weights assigned to the selected vertices add up to 1.0.
                                             The other buttons found in the Weight Properties section of the Parameters rollout are defined in Table
                                             40.2. Include Vertices and Exclude Vertices buttons let you remove the selected vertices from those being
                                             affected by the selected bone. The Select Exclude Verts button selects all excluded vertices.
                                        TABLE 40.2
                                                                     Envelope Properties
                                       Button   Name                Description
                                                Exclude Selected Vertices  Excludes the selected vertices from the influence of the current bone.

                                                Include Selected Vertices  Includes all selected vertices in the bone’s influence.

                                                Select Excluded Vertices  Selects all excluded vertices.

                                                Bake Selected Verts  Bakes the vertex weights into the model so they aren’t changed with the
                                                                    envelope. Baked vertices can be changed using the Weight Table or the
                                                                    Absolute Effect value.
                                                Weight Tool         Opens the Weight Tool interface.


                                             Using the Weight Tool
                                             The Weight Tool button in the Parameters rollout opens the Weight Tool dialog box, shown in Figure 40.5.
                                             The Shrink, Grow, Ring, and Loop buttons work the same as those in the Select section, and they let you
                                             quickly select precise groups of vertices. The value buttons on the second row allow you to change weight
                                             values with a click of the button or by adding or subtracting from the current value.
                                             The Copy, Paste, and Paste Position buttons let you copy weights between vertices quickly. The Paste
                                             Position button pastes the given weight to the surrounding vertices based on the Tolerance value. The Blend
                                             button quickly blends all the surrounding vertices from the current weight value to 0, creating a smooth
                                             blend weight. The Weight Tool dialog box also lists the number of vertices in the copy buffer and currently
                                             selected. The list at the bottom of the dialog box lists the weight and bone for the selected vertices.

                                             Using the Weight Table
                                             The Weight Table button opens the Weight Table interface, shown in Figure 40.6. This table displays all
                                             the vertices for the skinned object by ID in a column on the left side of the interface. All bones are listed in
                                             a row along the top. For each vertex and bone, you can set a weight.








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