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FFuryFX
07-02-2003, 06:58 PM
I have tried to find it in the help file, and online, but it seems it must be so trivial that people don't even mention it -___-

so I have finally figured out how to skin the mesh as accurately as I want, using weight table and assigning the weight to each vertice manually (is there an easier way?) instead of using bone envelope, which is hard to control.

but how do I assign the same weight to a symmetrical/mirror partner of a vertice, and to a mirrored bone? say like a vertice on the right hand is skinned to the right hand bone, how to set it so the same symmetrical vertice on the left hand will be skinned with the same weight to the left hand bone? Right now I have just been doing double the amount of work duplicating the weight table, but I am sure there must be an easier way?

I know this is a dumb question but it will help much, in fact, saves me half the work time, if you can enlighten me

i will appreciate any help :3

thx again

Steve Green
07-02-2003, 07:59 PM
I've found it's best to weight manually and then meshsmooth over the top.

I don't think there's a way to mirror weighting normally, (stupid, eh?) however a guy called Kees Rijnen wrote a macroscript called Bio Skin which will do what you need.

If you log in to the 3DS Max webboard at www.discreet.com and do a search for bio skin there's a thread about it.

- Steve

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