Dropoff Rate in Maya

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  01 January 2003
Dropoff Rate in Maya

Wouldn't it be nice if we could simply specify the Dropoff Rates to be different on different joints? That could take over a lot of the tedious work of painting weights, and maybe even save the whole procedure as a Mel script...

Theoretically we can, but in practise no. Changing it in the Attribute Editor after skinning has a really ugly effect, and trying to skin several joints at different times with different settings to the same geometry only gets an error message that the geometry is already connected to a SkinCluster. (Duh!) Anybody know of a way?
  01 January 2003
Try adding the joint as an influence object.. that might work for ya.

jason schleifer
Animator - http://jasonschleifer.com/
Co-Founder - http://www.nimblecollective.com
  01 January 2003
Amazing, it works! I would have never thought of that one. Thought that was only for geometry. Thanks!
  01 January 2003
cool tip

I didn't know you could use joints, as influence object Hmmm were could I use that? Maybe tweaking deformations. hmm sounds complicated I have had a little bit of problems with influence objects. But I am sure this tip will come in handy.

Matthew Baldwin
Vancouver BC Canada

DWIV thread.

  01 January 2006
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