View Full Version : Weight Tool: smoothing tab missing?
wuensch 11-08-2006, 06:29 PM I am trying to figure out Mocca 3, and found the smoothing tab in Weight tool (shown in help) is missing---
I am looking for a way to smooth the weights of 2 or more joints into each other restricted to selected points--- without painting weights, just blending a softer translation in that area.
Does anybody have an idea how to achieve this?
Olli
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wuensch
11-08-2006, 07:33 PM
After dabbling some more with the weight-tool I get slightly frustrated--
contrary to the easy sounding comments in help I just dont understand how the Auto Weight function can be used on selected "problem zone" areas to smooth deformation--
whenever I push Auto weight, with selected points on the model and 2 or more joints selected (and the appropriate restrictions activated), the results are nowhere usable--
In conjunction with the not-found smooth point-selection weights function I just cannot find any decent way to smooth selcted weights without using the paint tool---
But this certainly is not how it is meant to be used--
The auto-weighting is good, but not good enough to leave it as it is--
I am missing something like the tag-manager function "blur weights" restricted to certain selected areas--
The manual suggests its super-easy--
I must have a mental blockade--
Olli
benytone
11-08-2006, 07:52 PM
use Clamp Lower, Clamp Upper
.
LucentDreams
11-09-2006, 01:42 AM
You won't find anything like the blur/curve tool in tag manager sadly, something I greatly miss.
The smooth Tab in the manual is an interesting mistake, dunno what that is doing in there.
Smooth is a painting option, like absolute and Add, and to sue it effectively you want to first lock weights on joints you don't want affected, and select the joints you do want to affect Keep the strength fairly low with something like a dome falloff
Hopefully they'll change that weights tab into a true dedicated weight manager and add in a blur/curve command there.
I think you have to select the joints you want the painting to influenced in the joint tab prior to painting. I'm afraid that although weighting is now better than the completely abysmal toolset we had prior to R10, it is still very sadly lacking.
Erik Heyninck
11-09-2006, 06:41 AM
Can this help?
http://www.vreel-3d.de/plugins/WeightLifter/links.html
LucentDreams
11-09-2006, 06:48 AM
not until Arndt updates it to work with the new weight system.
wuensch
11-09-2006, 06:48 AM
You won't find anything like the blur/curve tool in tag manager sadly, something I greatly miss.
The smooth Tab in the manual is an interesting mistake, dunno what that is doing in there.
Since the Smooth function in Paint is working very good, it should not be too hard to use the smoothing algorithm in a non-paint function for the programmers--
I hope the fake smoothing tab is not a mistake but something in the works.
Would help a lot.
@benytone:
I will check how to use the clamps to aid my workflow--
I will have to think of a new workflow to do my weights-- I used Tag-managers blur a lot.
Obviously Maxon could have spend a little more time on a documentation/tutorial in help to suggest a weighting workflow , so that users dont have to riddle about how the tools were meant to be used in the process.
I hope something like that will come with the Video-tutorials.
I have some time today to spend on Mocca, I will post what I learn here.
LucentDreams
11-09-2006, 07:25 AM
I hope something like that will come with the Video-tutorials.
I have some time today to spend on Mocca, I will post what I learn here.
ehhh The video tutorials is very thorough on weighting of the Flabio Character, but I would say its not necessarily "how I would paint weights" but rather looking at what the tools and options etc do. I do know the smooth mode specifically wasn't covered :/ There are definitely a few cools tricks in there, one in particular using selection sets, apply to selected in add mode, and using the grow selection command. Very interesting little technique. The Reason the smooth tool was avoided is because the tutorial did unfortunately (well fortunate depending on how you look at it) have to make sure that the result is reproducible, and smoothing is something that has a definite variable to it.
The overall Rigging section is about 1 hour and 45 minutes, and the weighting specific part including mirroring weights etc is about 35 minutes. A later part of the tutorial series also covers transfering those weights to a different character and the tweaks needed there.
wuensch
11-09-2006, 07:47 AM
cool-- sounds like just what i need--
i will stop fiddling with the weights then and wait for the tutorials to save me some pain.
(testing fbx workflow now)
olli
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