|07-31-2013, 01:11 PM||#2|
it is a misery
Join Date: Oct 2004
- it is right , that you have to place your bones "inside" the mesh .
- the joints have to be in one straight hierarchy ( no broken hierarchy )
- you need the "end-joints" in your rigs ( e.g. finger-tips or toe-joint ) . these will not be weighted , but will be important for the heatmap algorythm in order to weight the last joint , before the end/tip-joints .
- geometry needs to be "clean" ( non-manifold , merged-vertecies , .... )
sometimes , heatmapping simply does not want to do a good job . when this is the case , there is probably something wrong with you mesh .
- instead of the regular maya-intern heat-map , you can also use "PM_heatWeight"
( this is a script , that uses a standalone-tool , based on blenders_heatmap . )
1.) sometimes it works better than maya's heatmap
2.) it is faster , since you can switch off the "undo"
|08-01-2013, 08:25 AM||#3|
Join Date: Jun 2012
heat map questions
Can it be done on broken meshes like DT advanced char rig.i was able to do it but I stopped.
though it has broken joint hierarchy. i don't think they will not make it for broken heirarchy.
|08-01-2013, 09:06 AM||#5|
Lord of the posts
Join Date: Sep 2003
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