The Muscle Paint window
lets you paint or set all weights for the main Muscle deformer.
It operates as a painting tool or as a point-based editor. It provides
much of the same functionality as the usual Maya artisan tools,
but also provides true color feedback and painting of each weight
type that Maya Muscle allows.
The options and features
in the Muscle Paint window are described
below:
- Geo
-
Sets what geometry is
currently being painted.
TipRight-click the Geo field
to load meshes that have the Muscle deformer applied.
- Node
-
Displays which Muscle
deformer is currently being used on the given geometry.
TipRight-click the Node field
to enable or disable the entire deformer to temporarily get faster weight
painting feedback.
- Brush profiles
-
There are four brush
profiles: Gaussian, Soft, Solid and Square. The first two provide
a soft falloff around the edge of the brush. This results in smoother
weighting, but the values on each point may not match exactly the
value you specified. The Solid and Square brushes always provide
exact values, but without the softer edge.
- Opacity
-
Sets the opacity of the
brush. Mostly useful when doing a Smooth operation. This can set the
strength of doing a Smooth paint. In other modes this acts as a
multiplier of the actual weight. For example, if weight is set to
1.0, but you set opacity to 0.5, the actual weight being painted
is 0.5.
TipRight-click the Opacity field
to select a preset weight value.
- Radius
-
Sets the size of the
brush.
TipRight-click the Radius field
to bring up several common brush sizes.
- Stylus
-
Allows the usual Maya
Artisan tablet support. Stylus pressure can affect brush opacity,
radius, or both.
- Reflect
-
Mirrors painting onto
the opposite side of the mesh while you paint. The weight is set
to the same muscle/bone that is selected, but is painted on both
sides. You can choose which axis to mirror the brush over. This
is useful for painting per-point skin Jiggle or Relax weights, to
get a mirrored effect.
- Project
-
When checked, the paint
brush is circular and projected from the current camera view. When off,
the brush profile is perpendicular to the surface you are painting
on.
- Paint
-
When on, you can paint
directly on the mesh. If points are selected when you open the Muscle Paint window,
or when the Paint checkbox is turned on,
only those points are paintable and this “masks” the rest of the
mesh. If no points are selected, the entire mesh is paintable.
When off, you can directly
select points on your surface and set the weight by adjusting the
slider or clicking Set Weight/Flood. When off,
the window works more like a component editor.
- Weights
-
Sets what weight you
are painting on the deformer. For weights that are not tied to a bone/muscle,
such as Relax or Jiggle weights, the influence list is empty.
- Normalize
-
Automatically turns on/off
and in general does not need to be changed. Sets whether the painted
weights are normalized to a value of 0 to 1 across all muscle/bones.
For example, when painting on Bone A, if Bone B has weight, the value
between the two always adds up to one. This is on for Sticky weights,
so that your mesh moves 100% when you move your skeleton. For most
other weights, this is off.
- Weight
-
Sets the weight to paint
with, or if Paint mode is off, sets the
weight of the currently selected points.
TipRight-click the Weight field
to select a preset weight value.
- Live Update
-
When Paint mode
is off and you are directly setting component weights, this specifies
if the changes to the slider are updated immediately or if you have
to click Set Weight/Flood. If on, any
changes to the weight take place immediately. If off, then you must
click Set Weight/Flood to set the
weight change. In addition, when on, the Weight value
displays the average weight to the current muscle/bone for all selected
points. If off, the weight does not update when the point selection
changes.
- Set Weight/Flood
-
When in Paint mode,
this floods the current value and operation across all points or
masked points you are painting on. When Paint mode
is off, this sets the weight specified on the selected points.
Replace/Add/Scale/Smooth
When in Paint mode,
this sets the paint operation you are doing.
- Replace
-
Changes the weights to
the value you set when you paint on each point.
- Add
-
Adds the weight value
to each point.
- Scale
-
Scales the weight down
by the given value.
- Smooth
-
Smooths the weight across
the points.
NoteWhen doing a Smooth
operation, make sure you have "HOLD" enabled in the Influence list for
most of your bones/muscles to ensure that weights do not get smoothed
onto undesirable influences.
Influence list
Shows all the currently
selected Muscle Objects, or other nodes tied into the deformer when painting
weights. For example, when painting Direction, it shows the Muscle
Direction objects that are connected. You can select which influence
you want to paint weights for from this list, and then paint or
set weights. If more than one object is chosen, only the top one
is used.
To select multiple objects,
Ctrl-click when selecting to toggle them.
Right-click the list
to view additional options.
- Select All/Select None
-
Lets you easily select
all or none of the objects in the list. This can be used, for example,
if you want to enable or disable Lock Weights for
the entire list.
- Select Points from Highlighted
Nodes
-
Selects the points that
have a weight other than 0 from the selected node. If you are painting
a single weight type, any point that is weighted over zero is selected.
This can be useful to obtain a mask, or to simply debug and see
what nodes are affecting what points on the mesh.
- Highlight Nodes from Selected
Points
-
Works the opposite way.
You can select one or more points on your mesh, and this option highlights
the items in the influence list that are affecting that point. This
provides a way to debug what is affecting the point.
NoteIf you are filtering
the list, only the nodes listed are highlighted even if another
node is affecting the point. This can be a good way to obtain a
filter. For example, you can select a point, highlight the nodes
that are affecting it, then right-click the Filter field
to set the visible list to only show these influences.
Finally, you can Enable or Disable Lock/Hold weights
for the influences. When an influence has HOLD applied,
the weights that object has cannot be changed.
For example if you weight
Bone A to have a 0.75 weight on a point, "HOLD" Bone
A, and attempt to replace the weight to Bone B with 1.0, Bone B only
gets 0.25, since that is the only weight not currently locked off.
When doing Smooth or Scale operations it is usually a good idea
to "HOLD" all influences except
the ones you are currently adjusting to ensure that extra weight does
not go to other objects.
TipResize the Muscle
Paint window to get a longer list of objects.
- Filter field
-
Lets you limit the items
shown in the Influence list by name/wildcard. You can filter one
or more wildcards or explicit names. For example, setting the field
to “*Lf*” only shows objects that have “Lf” somewhere in the name.
Setting it to “Head* Neck*” shows only objects that start with Head
or Neck.
If you right-click the
field, you can reset the list to all by entering “*”. In addition,
you can filter to selected nodes. If you have highlighted one or more
items in the list, you can filter to show only those explicit nodes.
- Draw
-
When on, the current
weight values on the points are drawn on the mesh. For polygon mesh
objects, this displays on the surface of the mesh. For all other
objects, this displays individual point colors on each vertex. When off,
the color display is turned off.
- Gray option
-
Overrides the current
colors of the weight painting and sets the weights to draw from white
to black as the value goes from 1 to 0.
- Point Size slider
-
Sets the size of the
points displayed when the Draw option
is on for NURBS or subdivision surfaces. This has no effect when
painting on polygon meshes.
- Color A/B/C sliders
-
Let you customize the
colors used when painting. The colors range from A to B to C as the
weight goes from 1.0 to 0.5 to near 0.0. Any color that is exactly
at 0 is black. It is recommended that you set the C color to something
other than black so that you can detect small weight values.
- Close button
-
Closes the Muscle
Paint window and turns off color and Paint mode.
NoteThe Muscle
Paint window creates a Muscle Display shape on the mesh.
You can manually delete this node when not painting. Restarting
the Muscle Paint window automatically
recreates this node if needed. It can also create a polyColorPerVertex
node which you can also remove.