Assigning Envelopes to Deformers
 
 
 

When you define an object as an envelope on a set of deformers, two things happen:

Setting Envelopes

To assign an envelope to deformers

  1. Select the objects, hierarchies, or clusters to become envelopes.

  2. Choose Deform Envelope Set Envelope from the Animate toolbar.

    If the current construction mode is not Animation, you are prompted to apply the envelope operator in the animation region of the operator stack anyway. Keeping the envelope operator in the animation region ensures that it is above shape animation as well as any topology operators, giving best results in most cases. It also prevents the envelope operator from being removed if you freeze the modeling or create shape clips.

    It is recommended to apply the envelope in the animation region unless you will be using the envelope deformation as a modeling tool.

    For more information about construction modes in general, see Construction Modes and Regions [Modeling and Deformation Basics].

  3. Pick the objects that will act as deformers. You are not restricted to skeleton bones; you can pick any object. Left-click to pick individual objects and middle-click to pick branches.

    You can also pick groups in the explorer — this is equivalent to picking every object in the group individually.

    If you make a mistake, Ctrl+click to undo the last pick. If you change your mind, press Esc to cancel the entire operation.

    Tip

    You can create a group for your deformers first, then simply pick the group when setting an envelope.

    However, if you later add an object to the group, it is not automatically included as a deformer in the envelope assignment. To add deformers after enveloping, see Adding Deformers.

    Tip

    If you middle-click to pick an entire hierarchy in branch mode, then any nulls or other objects you have used to organize the hierarchy are treated as deformers and assigned points.

    You may obtain better results if you pick each bone individually by left-clicking (node selection).

  4. When you have finished picking deformers, right-click to terminate the picking session. The Automatic Envelope Assignment property editor opens.

    Each deformer is assigned a color, and points that are weighted 50% or more toward a particular deformer are displayed in the same color.

    • To see the deformer colors on points in a viewport, click the eye icon in its menu bar and make sure that Weight Points is on.

    • To change the deformer colors, see Modifying Display Colors.

  5. Set the Number of Skeleton Objects to which each point on the envelope is assigned initially.

    For example, if you leave this parameter at the default of 2, each point is controlled by the two nearest deformers and its weight is divided between them.

    • Select the assignment method.

    • Distance-based assigns weights based on the distance between points and deformers.

    • Normal-based considers the directions of the surface normals in addition to distance.

      This option is useful, for example, when enveloping things like legs and fingers. This method never assigns points from adjacent appendages to a deformer. The restriction is that the deformers must be entirely inside the envelope.

         

      Distance-based: points are assigned to nearest deformers, which may include the wrong leg.

      Normal-based: deformers must be inside the envelope.

  6. Move the deformers to see how the envelope deforms.

    If necessary, you can now change the deformers to which points are assigned, as well as modify the envelope weights using the methods described in the next few sections.

Modifying Envelope Options

At any time, you can redisplay the Automatic Envelope Assignment property editor and change the options you initially chose (Number of Skeleton Objects, Assignment Method).

To do this, select the envelope and choose Edit Properties Animation Properties or Edit Properties Modeling Properties and click the Automatic Envelope Assignment tab.

NoteIn the explorer, the Automatic Envelope Assignment node is located under the Envelope Weights cluster rather than in the geometry operator stack.

Returning to the Reference Pose

The Reset Actor command returns the envelope and its deformers to their reference poses.

To reset an actor

  1. Select an envelope or any of its deformers.

  2. Choose Deform Envelope Reset Actor from the Animate toolbar.

Important

If the envelope deformers are constrained to other control objects, then Reset Actor won't work. In such cases, you should use the Actions Store Transformations - Current Values command to store an action containing the current transformations of all your deformers and control objects in the reference pose before you move anything, and Actions Apply Action to return to the reference pose.

For more information about actions in general, see Actions [Nonlinear Animation in the Animation Mixer].

Selecting All the Deformers

Sometimes you need to select all the deformers of a particular envelope. You can do this with a single command.

To select all the deformers of an envelope

  1. Select the envelope.

  2. Choose Deform Envelope Select Deformer from Envelope on the Animate toolbar.

Removing Envelopes

To remove an envelope, select or it and choose Deform Envelope Remove Envelope. This removes the envelope deformation and any modifications you have made to assignments and weights. Of course, you can always undo the envelope removal.