Blend and set the weighting of geometry caches

 
 
 

If an object has more than one geometry cache attached to it, then a cacheBlend node is automatically created to define and manage the weighting of the object’s multiple geometry caches. See cacheBlend.

When geometry caches overlap in time, their overlapping cache regions are automatically blended together using the caches’ current Input Weight values on their cacheBlend nodes.

Also, cache weights are normalized between overlapping caches. So if two overlapping caches have the same weight values (i.e. 1.0 and 1.0, 0.5. and 0.5 and so on), then they will both equally contribute to the deformations in their cache blend regions on playback.

To blend geometry caches and set their weights

  1. Select the object whose geometry cache weights you want to adjust.
  2. In the Attribute Editor, select the cacheBlend node.
  3. In the Input Weights section, adjust the weight values for each of your object’s caches by dragging their respective sliders or by entering values into their weight fields.

    When a geometry cache’s weight is 1.0, it is blended with the current object’s other caches and it fully contributes to the object’s deformations during playback.

    When a geometry cache’s weight is 0.0, it is not blended with the current object’s other caches and it does not contribute to the object’s deformations during playback.

  4. (Optional) Animate your geometry caches’ weights to increase or decrease their contributions to their blended deformations over time.

    After you adjust each cache’s weight value, -click on their weight attributes and select Key Selected from the context-sensitive menu that appears.

    This adds keys to your geometry caches, creating weight curves. You can then manipulate these weight curves to smooth the transitions between your object’s overlapping (blended) caches.

Painting geometry cache weights

You can interactively apply, distribute, and blend the weights of multiple caches on a single object by painting your object’s geometry cache weights directly on its surface. For example, with the Paint Cache Weights Tool, you can paint one cache on the arm of a biped model, paint another cache on the chest of the model, and then blend the two caches at the model’s shoulder to create a smooth transition from the arm’s geometry cache to the chest’s geometry cache.

To paint geometry cache weights

  1. Select the object whose geometry cache weight values you want to paint.
  2. In the Animation menu set, select Geometry Cache > Paint Cache Weights Tool > .

    The Paint Cache Weights Tool settings appear in the Tool Settings window. See Geometry Cache > Paint Cache Weights Tool.

  3. In the Tool Settings window, select the geometry cache you want to paint the weights for from the Cache list.
  4. Select a Paint operation, and then adjust the Value and Opacity of the tool’s brush.

    For descriptions of these tool settings, see Artisan Tool Settings.

  5. (Optional) In the Attribute Maps section of the tool settings, import an existing geometry cache weight map for the geometry cache whose weights you want to paint on your object. See Attribute Maps section.
  6. In the scene view, drag the Paint Cache Weights Tool along the surface of your object to change its geometry cache weighting vertex by vertex.
    NotePainted geometry cache weights are normalized.

    This means that if any of your geometry caches have the same painted weight values (i.e. 1.0 and 1.0, 0.5. and 0.5 and so on), then those caches will equally contribute to their object’s deformations on playback.

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