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3ds Max 2012 Bible - Kelly L. Murdock [430]

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mode is enabled, the entire skin mesh is colored with a gradient of colors to visually show the influence of the envelope. Areas of red are completely inside the envelope's influence, areas of green are somewhat affected by the bone, and areas of gray are completely outside the envelope's influence.

Figure 40.4 shows a simple loft object surrounding three bone objects with a Skin modifier applied. The Add Bone button was used to include the three bones within the Skin modifier list. The skin has been set to See Through in the Properties dialog box, so the bones are visible. The first bone was selected in the bone list, and the Edit Envelope button was clicked, revealing the envelope for the first bone.

FIGURE 40.4

Envelopes define which Skin vertices move with the underlying bone.


An envelope consists of two capsule-shaped volumes within each other called the Inner and Outer Envelopes. Any vertices within the inner envelope are controlled exclusively by that bone. Any vertices positioned between the inner and outer envelopes are controlled by a falloff where the influence is shared between bones.

At either end of these envelopes are four small handles that can be dragged to change the cross-section radius. The cross-section area changes to pink when selected. The radius of the selected cross section is displayed in the Radius field within the Envelope Properties section of the Parameters rollout. The Squash value determines the amount of squash applied to the object for bones that can stretch. You can change an envelope's size by changing its Radius value or by dragging the cross-section handles. Within the Select section of the Parameters rollout, you can choose to select and edit Vertices, Envelopes, and/or Cross Sections. If you choose the Vertices option, selected vertices are shown as small squares, and the Shrink, Grow, Ring, and Loop buttons become active. These buttons allow you to select a desired set of vertices easily. If the Select Element option is enabled, then all vertices in the element are selected, and the Backface Cull Vertices option prevents vertices on the backside of the object from being selected.

If a cross section is selected, you can add a different cross-section shape using the Add button. This button lets you select a cross-section shape within the viewports. The Remove Cross Section button removes an added cross section from the envelope.

Note

The orientation of the envelope spline is set by the longest dimension of the bone. This works well for arm and leg bones, but the pelvis or clavicle may end up with the wrong orientation. •

The Envelope Properties section of the Parameters rollout (just below the Radius and Squash buttons) includes five icon buttons, shown in Table 40.1. The first toggles between Absolute and Relative. All vertices that fall within the outer envelope are fully weighted when the Absolute toggle is set, but only those within both envelopes are fully weighted when the Relative toggle is selected.


The second icon button enables envelopes to be visible even when not selected. This helps you see how adjacent bones overlap. The third icon button sets the Falloff curve for the envelopes. The options within this flyout are Linear, Sinual, Fast Out, and Slow Out. The last two icon buttons can be used to Copy and Paste envelope settings to other bones. The flyout options for the Paste button include Paste (to a single bone), Paste to All Bones, and Paste to Multiple Bones (which opens a selection dialog box).

Working with weights

For a selection of vertices, you can set its influence value (called its Weight value) between 0 for no influence and 1.0 for maximum influence. This provides a way to blend the motion of vertices between two or more bones. For example, the vertices on the top of a character's shoulder could have a weight value of 1.0 for the shoulder bone, a weight value of 0.5 for the upper arm bone, and a weight value of 0 for all other bones. This lets the shoulder skin area move completely when the shoulder bone moves and only halfway when the upper

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