Weight Painting -because slogan's are so last year! |
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Why would I need weight painting? Isn't messiah
supposed to avoid all that?
Wow, a valid question right at the top!
Yeah actually you don't _neeeeed_ weight painting. It's just another option for
those who choose to use it. Generally a better approach in messiah is to use the
default weights of bones combined with metaeffectors or some other kind of
volume based weighting tool so you don't have to re-do anything if you replace
your character model.
So what do you mean? I would have to
re - do a weight paint if I replace my character?
Weight
painting is dependant on point order. That means that if you change the point
order of your character (eg. add a loop etc) the weights will no
longer be correct. Messiah saves weights within the scene, not the object,
so that's why this is seperate unlike some other applications. The cool thing
is, that you can pick any method you choose.
Ok, I got that bit,
but I still want to paint those weights, so how do I apply weight
painting?
1. To add a weight painting tool to your
scene, go to the Tools sub-tab in the Setup Tab.
2. Add a Weight Paint tool
to your scene and add all the geometric objects to the weight list tab.
3.
Switch to the weight paint list and click the paint button.
4, The left
mouse button adds one increment of the weight up until the max weight per
computation. The middle mouse button changes the radius of the brush. The right
mouse button removes weight down to the minimum value of the
brush.
5. Pick the weight you have made in your Bone's F3 sub tab
'Weight'.
6. Although it's not adviced, official or whatever you
mgiht call it, you may use weight painting to place things like hair and
other weightspot dependant weight based effects or surface qualities. We
do not advice using metaeffectors for this because the
computation for weightspot is almost equal to computing one effector per
vertice of the object, eg. it's not very efficient yet. We're working on it but
for now it's *possible*, but not *advisable* to use weight painting for
weightspot dependandt calculations. (You may still use it for things like
bone deform without a performance hit).
Why did you put it in
there if it wasn't going to be as fast for placing hair and doing render time
weightspot calcs as the other system?
We put it in there because it
is still useful for people who have decided that they're not going to change
their model much and want to use a simpler weighting system. We're also working
on improving the speed of the weightspot calculation so all is not lost.
Personally, as the author of the code, I would avoid it for heavy production in
it's current state because it has not had anywhere near the production proven
time of the other weight tools. At the moment I think it would hold up for
advertisement but not film and other long form work. For that you are better off
using the traditional adaptive volume weights in messiah.
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