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other joints is 0. Adjusting skin weights is constantly the battle of “robbing
Peter to pay Paul.” However, it should always be about paying Paul; that is,
always think of painting vertices as painting where influence should be, not
about where it shouldn't.
This means that as we paint in influence we want to be adding influence to
joints, not taking it away. Although it is possible to paint a vertex so that its
influence is zero in respect to a particular joint, painting away influence like
this causes problems because you don't know where the influence goes.
But enough theory, let's look at how to use the tools.
Step 10: Select the mesh AC_AegisChung_SM and activate the Paint Skin
Weights tool (Animation>Skin>Edit Smooth Skin>Paint Skin Weights
(Options)). Be sure to select the Options square to get the interface shown
in Figure 10.38 .
Figure 10.38 Paint Skin Weights
tool in Interface.
Why?
The Paint Skin Weights tool interface has greatly improved in Maya
2011. There are some really nice tools in Maya 2011 that help a lot in the
sometime arduous process of painting skin weights (the Hammer tool
rocks!). But for quite a while now, the basics of this tool has remained
the same. The first section (Tool Settings) should be a bit familiar—it
allows for the user to decide the type of brush including size that
will be used to paint across the surface of the mesh. The second area
(Influence) lists the joints that are attached to the vertices of the mesh
selected.
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