To bind skin and set initial weights based on a heat diffusion technique
NoteThis method only works on polygon meshes. The method fails to find a solution on meshes with badly shaped faces, for example
zero length edges or any edges shared between more than two faces.
- Select the joints and mesh you want to bind, then select > .
- In the Smooth Bind Options, set the Bind Method to .
NoteOnly influence objects defined inside the mesh emit heat during binding. For example, if you bind to a skeleton with end joints that extend outside the mesh, the end joints will not receive
any weights during binding, and have no influence on the mesh. However, in a case where a bone penetrates the mesh but its
joint objects do not, all influence emitted from the bone is transferred to the parent joint, even though the parent joint
is outside the mesh.
- Adjust the slider to control the dropoff of weights around your selected influence objects.
This can help to reduce the amount of small weights spread across the mesh during heat map binding.
By default, is set to 0.68, which provides a better overall weighting. A value closer to 0 produces smooth results but can let small
weights spread far across the mesh surface. A value closer to 1 produces a sharper falloff, which keeps weights closer to
the influence object, limiting the spread of small weights.
- Click .
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