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Edit deformation effects
Edit deformation effects
Nonlinear deformers
Edit cluster deformers
To
edit cluster channels with the Channel Box
- Select
a cluster deformer node (default name: clustern).
One quick way to select the cluster deformer
node is to select the object being deformed, and then select the
cluster deformer node in its history from the Channel
Box (under INPUTS).
Another way is to select the cluster deformer handle (the C icon).
Note that you can control which attributes are
listed as keyable attributes (channels) in the Channel
Box with the Channel Control editor
(select
Window >
General Editors > Channel Control).
- In
the Channel Box, the following
channels are listed by default:
- Click
the name of the channel you want to edit.
- In
your scene, -click
and move the mouse to the left or right. By moving the mouse, you
interactively change the value of the selected channel. As you move
the mouse, note that pressing the key gives
you finer control, and pressing the key
gives you less control.
To
edit cluster deformer attributes with the Attribute Editor
- Select
the cluster deformer node (default name: cluster).
- Open
the Attribute Editor by selecting
Window > Attribute Editoror
by using the default shortcut +a.
- Edit
the attributes.
See
cluster.
To
prune deformer set membership
- Select
deformable objects whose currently unaffected points you want to prune
from the deformation.
- Select
Edit Deformers > Prune Membership > Cluster.
Maya removes the deformable object’s points
currently unaffected points from the cluster deformer set.
NotePrune Membership only
removes points from the deformation if they are currently not affected
by the deformer. Therefore, if you try to prune the membership of
an object whose points are all controlled by the deformer, you will
receive the error message “No components could be pruned.”
To
query cluster weights
- Select
the points whose cluster weights you want to edit.
- Select
Window > General Editors >
Component Editor.
The Component Editor appears.
The Component Editor displays
the component data for currently selected components in the workspace.
By default, the Component Editor updates
dynamically as you select components in the workspace. Also, as
you select components in the Component Editor,
the workspace updates dynamically.
- Click
on the Weighted Deformers tab. The Weighted
Deformers section lists the weights assigned to CVs,
vertices, or lattice points by cluster deformers (default names:
clustern).
To
modify a point’s cluster weight
- In
the Component Editor’s spreadsheet,
click the component data box you want to edit.
Only the component whose box you’ve selected
is now selected in the workspace.
- Enter
a new value.
To
modify several cluster weights at once
- In
the workspace, select the points whose weights you want to edit.
- In
the Component Editor’s spreadsheet,
drag through the component data boxes you want to edit.
- Enter
the value you want all the boxes to have.
To
modify an entire row or column (Linux and Mac OS X only)
- In
the workspace, select the points whose weights you want to edit.
- In
the Component Editor’s spreadsheet,
click one of the boxes in the row or column.
- Click
the row or column heading.
Now all the boxes for the row or column are
selected.
- Enter
a value for all the boxes in the row or column.
To
modify an entire row or column (Windows only)
- In
the workspace, select the points whose weights you want to edit.
- To
change all the entries of a row or column, in the Component
Editor’s spreadsheet, select the row or column heading.
- -click
any of the boxes in that row or column.
- Enter
a new value to update the entire row or column.
For more information about the Component
Editor, see the Basics guide.
To
paint weights on a cluster
- Select
the surface with the cluster you want to paint weights on.
- Select Shading
> Smooth Shade All or press the default hotkey 5 to
switch to smooth shading mode.
- Select
Edit Deformers > Paint Cluster Weights Tool > .
In the Paint Attributes Tool,
the Paint Cluster Weights Tool settings appear. See
Paint Cluster Weights Tool.
NoteThe Paint Cluster Weights Tool automatically
detects clusters on the surface and selects one for painting.
- In
the Display section, Turn on Color
Feedback. Color feedback helps you identify the weights
on the surface by representing them as grayscale values (smaller
values are darker, larger values are lighter).
TipYou can use the default hotkey
+c (Linux
and Windows) or
+c (Mac
OS X) to turn
Color Feedback on and off outside
the
Paint Attributes Tool.
- Select
the cluster you want to paint. In the Paint Attributes section
of the Paint Attributes Tool, click
the clustern.weights button and select the appropriate cluster weights
name from the pop-up menu.
Note that you can only paint weights on one
cluster at a time. If you select more than one cluster, you can
only paint weights on the active one (the one that provides color
feedback).
If the surface has only one cluster, you can
select the surface alone.
The selected cluster turns white, representing
a weight value of 1, the default.
TipIf you are painting on a single surface,
you can skip step 3 and select the cluster without opening the
Tool
Settings window by
-clicking
the surface and selecting the appropriate cluster weights name from
the Paint command submenu.
- Select
a brush, paint operation, and value and define other settings as required.
- Drag
the brush across the cluster.
TipYou can quickly pick weight values
from one cluster and paint them on another cluster or the same cluster
using hotkeys.
- Select
the cluster with the weight values you want to pick.
- Hold
down the Pick Color Mode hotkey (default
hotkey: /), click on the area of the cluster with the weight you
want to pick, then release the hotkey.
- If
you are painting the picked weight on the same cluster, drag the
brush across the cluster.
If you are painting the picked weight on another
cluster, select that cluster, then drag the brush across it.
To
delete a cluster deformer
- Select
the cluster deformer node.
- Select
Edit > Delete or
use the default shortcut (Linux
and Windows) or (Mac
OS X) key.
The deformer nodes are all deleted. However,
the object still has the tweak node as an input node, so any tweaks
you might have made are preserved.