When painting weights, how do you erase the weight / vertices that are effecting a particular joint ? It should be as simple as the erase tool in the joint paint weight editor, but with the joint selected and the erase tool active, nothing is erasing ?
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This tool is a life saver. It's so easy to manage skinning and controlling what affects what since it uses layering.
Take care with Maya 2015 and ascii files. Tends to crash.
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skinCluster
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I opened the attribute editor and never saw a smooth bind tab ?
Maintain max influences is a toggle on the skin cluster. Select the bound surface. Open the attribute editor And click on the smooth bind tab.The slider you are mentioning. Is the number of influences. If you have it set to 5. It will try and force the influence number to 5 joints.The component editor is a list of all your influences on a selected vertexThe component editor has some issues.You can shift select each column. But it will fail if you have "preserve component selection" turned on in the preferences .Also once you select all your columns you want to cntrl select the blank space between "lock " and the vertex weights. Then you can type in a value.Alternatively you can use the slider at the bottom after among your selection.--
-=s
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Suppose I have a joint weight highlighted and I select all the vertices effecting that weight and only that weight, how do I make sure other vertices which belong to other joints does not effect the joint weight vertices which are currently selected within the component editor ? Is it as simple as entering zero for the other joints in the component editor, for a list of vertices ?
If so I did just that and the vertices for the joint weight I have selected shift when entering zero for another other vertices for any other joint.
Maintain Max Influences is a slider which is set at it's default of five, it isn't a toggle switch.
Why do you suggest the two tools "prune small weights" and "move weights to influence" ? I read up on prune small weights, it appears to rid of excess vertices belonging to the joint ? Move weights to influence, I didn't get to work straight off, I have to tinker with it more.
Milos, some people do indeed work that way.set your number of influences to 1 and then paint adjust to taste afterwards.or run smooth flood per joint.Also, Crest, if you can't paint a weight off, you may have "maintain max influences" turned on .. I think it's on by default, which as far as I know it mostly important for game dev. to keep that setting. but outside of that, can be a suprising pain in the arse.basically what happens, is the weight system will always make sure that the weights are split between the given number of influences.. so if you have a tiny bit of weight on a third joint, it will maintain that.. or jump it to another joint.. ( i think the default is 3 ) so shoulder / elbow / wrist.. or what happens in most cases. elbow/wrist/ other side of body on some random joint you forgot even existed.and David, i agree with the only use "ADD" , for starters, but I often use scale 0 to take weights off areas that I know I never want the weight to be.-=s