To open the Paint Skin Weights Tool settings, select Skin > Edit Smooth Skin > Paint Skin Weights Tool > .
The Paint Skin Weights Tool is one of the Artisan-based tools in Maya. With the Paint Skin Weights Tool, you can paint weight intensity values on the current smooth skin. See the following topics for more information on working with the Paint Skin Weights Tool:
See also How Artisan brush tools work.
These options let you set how joints are displayed in the Influences list. Select from the following options:
Sorts the joint names by hierarchy (parent-child) and displays them as branches that you can expand and collapse. The top of the list shows the root joint of the hierarchy.
This option is useful if you are painting a single a region of the skin—the joints you need to select from the list while painting are typically next to one another.
Click to fix selected vertices that have weights causing undesirable deformation on the mesh. Maya assigns the selected vertices with the same weight values as their neighboring vertices, resulting in smoother deformation. See Fix smooth weights.
Click to move the weight values of selected vertices from the first selected (source) influence to other selected (target) influence(s). See also Move weights to other influences.
When you click the Move weights button (or select Skin > Edit Smooth Skin > Move Weights To Influences), the weight values of the selected vertices are removed from the selected source influence and re-assigned to any selected target influence(s).
Click to quickly reverse which influences are selected in the list. This option is useful in conjunction with the Influences list hold and un-hold buttons.
For example, select only those influences you want to work with, then click Invert Selection to change your selection to all other influences in the list. You can then click to hold all other influences.
Select from the following options:
When on, you switch from painting skin weights to selecting skin points and influences. This mode is important for several skin weighting tasks, such as Fix smooth weights and Move weights to other influences. Select mode also provides the ability to select multiple vertices, then view and modify their weight in the Value field.
Select one of the following options.
The main brush settings are common to all Artisan-based tools. For descriptions of any attributes not described here, see Artisan Tool Settings.
Select this option to paint weights values to control the blend between classic linear and dual quaternion skinning on a per-vertex basis. See Smooth skinning methods and Blend smooth skinning methods.
When on, Maya normalizes skin weight values as you add or remove influences, and as you paint skin weights. (This is the default.)
As you work, Maya adds or removes weights from other influences in order to make the total weights on all influences add up to 1.0. You can view the exact weights used for deformation on the skinCluster node weightList attribute.
For example, if you change a weight from 1.0 to 0.5, Maya distributes the remaining 0.5 amongst neighboring influences. This mode replicates the normalization process in previous versions of Maya.
Use the Weight Distribution setting to determine how Maya creates new weights during normalization, if necessary.
When on, Maya calculates normalized skin weight values as you deform the mesh, preventing any odd or incorrect deformation. No normalized weight values are stored on the mesh, which lets you continue painting weights or adjusting interactive bind manipulators without having the normalization process change your previous skin weighting work.
Selecting this mode lets you paint or change weights without affecting the weights for other influences, and still have the skin normalization occur when you deform the mesh.
Since Maya calculates the normalized weight values dynamically at deformation time, you cannot view the normalized values on the skinCluster node weightList attribute. Your mesh will deform with normalized values, but the actual weight values on your skinCluster node may add up to more or less than 1.
If you use interactive skin binding, this mode is automatically selected for you. (See Interactive bind for smooth skinning.) As a result, for interactive binding, weights are not normalized until you deform the mesh.
For more information on skin weight normalization, see Smooth skin weight normalization and Set normalization mode and normalize weights.
Sets the minimum and maximum possible paint values. By default, you can paint values between 0 and 1. By setting the Min/Max values you can extend or narrow the range of weight values.
Negative values are useful for subtracting weight. For example, if you set Min value to -1, Max value to -0.5, and select Add for the operation, you would then subtract 0.5 from the weight of your skin when you paint. Positive values are used as multipliers.
When on, weight values are represented in color on the mesh. This can make it easier to see small values when painting, and to determine whether a joint is influencing vertices where it should not.
When Use color ramp is on, you can use the Weight Color ramp and Selected Color options to customize the color ramp. You can also select one of the Color Preset options.
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