Weight Painting

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Weight Painting // New Users

1  |  

Post by Dirk_Fist // Feb 9, 2008, 12:24am

Dirk_Fist
Total Posts: 15
Ok before I got truespace I messed around with the free version of maya and Im used to having the bone wieghts add up to 100% (so that adding one bone reduces the other influences) is there a way to get the painting tools to behave this way ? also is there a way to change the colors of weight layer ?

:rolleyes:


Also there are a couple weight painting tools I'd like to see in truespace, which I don't think would be all that hard to make (possibly even script) .

1) smooth, basically for each vertex in the selection you take a weighted average of the adjacent edges and the selected

eg. selected_vtx = speed*(vtx1 + vtx2 + . . . vtxN)/n + (1-speed)*(selected_vtx)


2) flood fill, for each vertex in the selection set the weight for the specified bone to a specified value (of course adjusting other wieghts to a reasonable value)


A much more complicated (but useful feature) is the ability transfer weights from a low poly model to a high poly model (possibly using the UV mapping and adjacency info)


:jumpy:

Post by Dirk_Fist // Feb 11, 2008, 7:07am

Dirk_Fist
Total Posts: 15
Does the lack of response mean its impossible to do these things ? Or that possibly this question is in the wrong place ?

Post by kena // Feb 11, 2008, 8:11am

kena
Total Posts: 2321
pic
Your question is in the right place, I think. I think that there just has not been anyone who knows the answer to look at your question yet.

Post by W!ZARD // Feb 12, 2008, 9:33pm

W!ZARD
Total Posts: 2603
pic
Hi Dirk - not sure why you would weant to change the colours - the default ones work fine - it's never occured to me to try to change them!


Re you last point - transfering weight from Lo to High poly. I use a low poly model, rig it and test it and set any weights that need adjusting with the paint tools. Once I'm satisfied I just apply a layer of SDS to the mesh and hay presto! Works like a charm.


HTH

Post by Cayenne // Feb 13, 2008, 12:43am

Cayenne
Total Posts: 144
pic
you can change the global wieght colors gradient in the Mesh Editor Settings panel , if you switch its aspect to the Soft from the default , then you can adjust the olours used for the gradient and it will affect the wieght paint colors as well.


an easy way to show the panel is to add a cube then go into point edit , then the settings should show in the stack and you can adjust them.

Post by Dirk_Fist // Feb 13, 2008, 3:53am

Dirk_Fist
Total Posts: 15
link editor -> 2D [^] -> 2D [^] -> preferences -> Mesh Editor -> exp (tab) -> exp (tab) -> soft color 1, soft color 2, soft color 3

11037

Thanks for the hint, I never would have figured that out :jumpy:


Thanks Wizard, I'll need to remember that ;)


But I was kindof thinking about making a rough version of the model, testing animations and then making the detailed model, I was under the impression that the skeleton would need to be removed from the mesh before additional editing.


(example: making an angel with low poly (for interactive editing) and then going back in and making all the feathers (for rendering) )

Post by W!ZARD // Feb 14, 2008, 3:07am

W!ZARD
Total Posts: 2603
pic
Thanks Wizard, I'll need to remember that ;)


But I was kindof thinking about making a rough version of the model, testing animations and then making the detailed model, I was under the impression that the skeleton would need to be removed from the mesh before additional editing.


(example: making an angel with low poly (for interactive editing) and then going back in and making all the feathers (for rendering) )


I guess if you were animating the wings with a skeleton it might be different but if not you could simply add the wing mesh to one of the backbones with the Add object to bone tool.


For what it's worth I find that once I've built a character then rig it once it starts moving it shows up any dodgy bits of mesh or textureing so I then need to remove the skeleton. The way I've been doing that is to have 2 LE's open so I can see my 'actor', then I open the actor in one LE select the character mesh and Control Drag it to the other LE which places a new copy of the mesh at the same lever as the original actor. Repeat this process with the skeleton then when you've done whatever geotry or texturing alterations you can simply attach the adjusted mesh to the copied sleleton.


The might be easier methods but this one has served me well - hope it helps

Post by Dirk_Fist // Feb 14, 2008, 1:07pm

Dirk_Fist
Total Posts: 15
Thanks for the tip wizard, Im saving this info ;)

Post by Igor K Handel // Feb 17, 2008, 3:39am

Igor K Handel
Total Posts: 411
pic
ref


once I've built a character then rig it once it starts moving it shows up any dodgy bits of mesh or textureing so I then need to remove the skeleton.


I find a quick workflow is to rig character, put in your test anim and then once it starts moving and you see the dodgy bits go into weightpaint tool. At this point sort (selectively repaint) weights and then check in other frames, refine as required.. just saves messing with the skeleton.


With ref to low res to hires.

A much more complicated (but useful feature) is the ability transfer weights from a low poly model to a high poly model


What about keeping bridge on in workspace. Do rough model and anim in workspace, then go to model tab. Add a layer. Copy and paste lo res to new layer, hide first layer, and use the new layer to improve model to hires. Because you have started from an already weight painted model, your hires version will already have the correct weighting bar very minor tweeks. Once done delete or hide origonal lowres layer. Then back to workspace for render etc. Doing it this way you get to keep lores and hires, the weighting AND the animation. Win win and quicker too.


IK
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn