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Hello, everyone!
So before I get to my question, let me give some context in what I am doing.
I have a character mesh with facial flexes that are defined through a Morpher. The character mesh does not have bones (or helpers, or dummies, or controllers, or anything of the like - the only ways to manipulate the face is either through the Morpher or by directly moving vertices).
I am trying to add a lip-ring to the character mesh, that will animate with the Morpher.
For clarification, CHAR represents the character mesh, and RING represents the ring mesh. With that being said...
I am trying to accomplish this goal by applying a Skinwrap to RING, and having it target CHAR. With RING's Skinwrap selected, I go to Control Vertices and I select exactly one vertex on the control object (CHAR) that is closest to where RING intersects with the bottom of the lip (EG where the lip-piercing goes through). Let us call this vertex PIERCE-POINT.
What I want to do is adjust Skinwrap in such a way that the Skinwrap on RING applies maximum weight to every vertex on RING to PIERCE-POINT, such that when a Morpher is applied to CHAR that moves PIERCE-POINT, the RING will move, in its entirety.
I have gotten close, but there are a few segments of RING that have their weight applied to other control vertices, and I have been unable to figure out how to relinquish their control over it.
Below is an image showing off what I mean. In the image, I have PIERCE-POINT as the only Control Vertex selected, and the red is representing the weight assigned to it. Obviously, there are segments of the ring that are not assigned, and this is the crux of my problem.

So my question is simply this: How do I assign an arbitrary weight in Skinwrap to an arbitrary Control Vertex? And more specifically, how do I assign the entirety of RING to PIERCE-POINT?
Also, for posterity's sake, this is 3dsMax 2011 64-bit, running on Windows 7 64-bit.
Thank you very much.
Solved! Go to Solution.
