Locking Skin Bone Weight

Locking Skin Bone Weight

Couch_Potatoh
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Locking Skin Bone Weight

Couch_Potatoh
Enthusiast
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The only mention I can find of this is from around 2008-2012, so maybe 3ds max has finally got some new tools.

 

I was wondering if it's possible to lock a bone's given influence when using the Skin modifier. My situation is I have 3 bones, and I want to slowly transfer some of one of the bone's influence to another. (not ALL the influence, or I know I could use the Skin Utilities to copy/paste) However it messes with all 3 bone's instead of just the 1. Is there a solution this? Hopefully the solution is not to get Maya lol.

 

And it is a lot of vertices I'm messing with.

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4,379 Views
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Message 2 of 7

dg3duy
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Accepted solution
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Message 3 of 7

Couch_Potatoh
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Thanks for the reply. 

 

I tried this out and I don't believe it's what I was referring to. It is a better Skin utilities though.

 

The issue is I don't want to transfer the entire weight over. I pretty much need to be able to weight paint it over. Even the weight tool would work(if I could do this), it would just be painfully slow. But when you have more than 2 bones, it grabs influence from both bones when adding influence to a third bone. However I only want it to take influence from 1 of the 2 bones, not both.

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Message 4 of 7

dg3duy
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Collaborator

You can upload some animated .gif image to illustrate the problem.

Sorry I don't have the solution for what you are looking for

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Message 5 of 7

Couch_Potatoh
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Enthusiast

Here's maybe something better to help explain. 

 

So as you can, as I give bone2 more influence, it's grabbing influence from both bone1 and bone3. But I do not want to to take any influence from bone1. I only want to transfer some of the influence from bone 3 (but not all the influence, just some) It's a lot of vertices I need to edit on a character.

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Message 6 of 7

dg3duy
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Accepted solution

Weight tool
may be the option you're looking for... the tool is not intuitive. It can be a problem to normalize and unnormalize to keep the geometry correctly skinned.
try to use it without being activated always deform in the skin advanced parameters options, finally activate it after changing the vertex weights

bone.gif

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Message 7 of 7

Couch_Potatoh
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Enthusiast

Thanks for all the help on this. Between the tool and using the weight box by unchecking normalize, I believe I'll be able to get it and save some time. It's not "ideal" but it's absolutely better than nothing. It just means a lot of manual editing but a lot of time saved as well with the script.

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