Game Development Reference
In-Depth Information
The way this interface works is this: when a joint is selected in the
Influence section, the vertices that are affected by that joint will highlight
white (or gray) in the view panel. As the vertices show up closer to black,
the influence is less. Painting on the mesh (only vertices matter) will
allow influence to be defined (via the Paint Operation: Replace radio
button), added (via Add radio button), scaled (via the Scale radio button),
or smoothed (via the Smooth radio button, which really means share
influence between the selected joint and the next nearest joint).
Step 11: Resize the brush to a more appropriate size. Move the mouse
out into the view panel and look for a red circle (this is likely larger than
the entire model). To resize the brush hold the B key while dragging the
mouse left and right (this is the same as adjusting the Radius over in the
Tool Settings).
Step 12: With the Replace radio button activated and an Opacity setting of
1, paint an influence that approximates Figure 10.39 . Be sure to work around
to the back side as well so the influenced area is a band around the belt.
Figure 10.39 Rough first pass of influence for AC_Root.
Tips and Tricks
Paint an influence range just a little bigger than what the joint will
actually be influencing since we will smooth the transitions in later steps.
Step 13: Smooth the influence. In the Influence section of the Paint Skin
Weights tool, change the Paint Operation to Smooth and click the Flood
button twice ( Figure 10.40 ).
Why?
Smoothing shares influence up and down a chain of joints. By painting
in at 1 (which yields very harsh transitions of influence from joint to
joint), and then flooding with smooth later, the core area of influence is
preserved, but the transition from bone to bone remains gentle.
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