He didn't disappear - he was skinned alive!
The good thing that came about in version three of Max was skinning. Now we had to
wait a long time to get it, as most other packages seemed to have it by default. But
there it was all new and shiney. And while, yes, it worked and did what you wanted it
was never the most well thought out, advanced user typpe of tool. Just your bog
standard matrix blend kinda thing. Now we are into the fourth age and along with this
comes some new and funkier scripto support for all things skinny. This is where I come
in. At work I have to work with skins all the time and as such have learned the mystic
lore that is needed to control it's powers (uh oh! I seem to be getting all symbolic).
Enought of this tosh! The skin mod is a bit pants sometimes, so I wrote some stuff to
fix some gaps. There, that sort it for ya?
And my orders were to get somebody who could crack these bastards
There seemed to be some holes in
the skin arsenal, so I did a few tool at work and now I share them with
you. I stuffed them all in a package called Skintools.
It's in it's first incarnation here, so expect more somewhere down the
line. Installation
: - Nice and simple. All the tools work from a quad and all
are contained in one easy to swallow script. Just unzip the skintools.mcr
to your "ui\macroscrips"
and you'll get a skintools category.
Gimme the weapon!
Here in follows a description of each tool....sorry there are no nice piccies to go with
but most don't have a UI.
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Skin Saver
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This saves out all you hand
painted vertex weights to a file. The positions of the verts
are also saved. It's a good idea to use this tool on a skin
that has NOT been animated and is in it's natural pose. If you
intend to use "Load Weights Relative" not having used
a neutral pose will affect how effective the re-weighting is.
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Skin Saver Selected
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Same as the other one except that it only
saves verts that are currently selected in the viewport.
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Load Weights Index
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This is the simple version
of the loading utility. It's used for loading the weights back
into a skin if you manage to screw them up somehow. It works
(like it says on the tin) by using the vert indexes to replace
the weights. This makes it fast, but if you have taken away
verts it will more than likely get the wrong index from the
file and weight the wrong vert in your model. This is not a
problem when adding verts as the indexes are appended and there
is no saved data for those indexes anyway. Only sets weights
it has data for.
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Load Weights Relative
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This is a more advance version
of the load util that uses vert positions to replace the weights.
The weights are saved relative to the pivot so world orientation
of your model is not a problem. It works by doing a compare
of the postion in the file against the nearest vert in the model.
As a result it can be quite slow on a large model. It looks
for a vert within the tolerence and mtches the weights.
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Clear Zero Weights
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Just a bit of tidy up here.
This drops out all bone assignments that have a weight of less
than 0.001. You can end up with these if your blending quite
a few bones together and ramping the effect of one up or down
quite a bit. After the weights are normalized you can end up
with some tiny weight effects. This just clears them out. Good
for exporters to game stuff as it clears redundant data.
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Get Skin Element
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Hmmmm. Of much use. Lets
you pick and element of a mesh and select all the verts in the
skin modifyer. At last no more hit and miss when picking verts.
One note. Make sure you have a vert selected before you use
this tool. Otherwise you may find the absolute weight spinner
in the skin mod will be greyed out. (script bug - it still thinks
that no verts are selected! doh)
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Paint Absolute Weight
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Pretty simple this. You have
a size and a weight to paint control. Click the paint button
to paint the absolute weight to the verts. The size can be a
bit missleading as I use the face to key off and then find the
vert. This method is nice and quick but may miss the odd vert.
The only way round this is to search the whole mesh to find
close verts and this is slow so
I don't do it. I much prefer to paint an absolute weight rather
than the standard paint weight function that has all that fall
off etc.
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Weight Info
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This
shows you what bone is weighted to what vert on a per verts
basis. Allows you to weed out extra assignments that you dont
need. You can exclude bones from the floater and if you double
click on the bone it will select it.
In this version of skintools
the info tool has been updated with viewport callbacks for displaying
which vert you have selected and also a normalize function,
which makes sure that all your verts weights add up to 1, and
a "> X" bones per vert selection tool. This
is really a tool for games creators that need to have specific
numbers of bones per vert.
Enhanced:-
The rules now also include
unweighted and unnormalized options. Also Cleaner updating the
info box.
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Mirror Paste
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This
is a new version of mirror paste that works MUCH better now.
It copies all the weights from one vert to a mirrored
version. It uses identifiers to work out which bones to swap
with which. I.e "Left" for bones on the left
and "Right" for, guess what? It IS case sensitive
so watch out. It also has a tolerence to increase chances
of finding a match.
Enhanced:-
It now also shows you where
it thinks the mirror verts should be. So you can choose another
axis or know whether your tolerence is too low. Press cancel
display to clear the verts. Also added a mirror centre point.
Choose between "Mesh middle", "Pivot Point"
or "World Origin"
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Reverse Cross Section
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This is nice and simple.
It reverses the order of the selected envelopes cross sections.
Useful after a paste envelope as it sometimes flips them
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| Skin Gradient |
This
is a new tool. Use it to draw a perfect gradient of weights.
Select some verts and a bone you would like to alter the weights
of. Then set your gradient options, like start end end weight.
Then click "Gradient". Click once to start to gradient
and once to finish it.
You'll get the hang of it.
1.32 - added line draw so you can see direction when doing
dradient.
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Re-grab skin
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For the times when the "Always
deform" button just doesn't cut it. This mainly happens
when you use splines as bones. The skin won't reset to it's
default position. This does a proper regrab for use with splines.
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About
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Simple version info option. Make sure your up to date. |
One point to note is that the paint absolute and get skin element tools work on meshes
only not poly's. I'm sure this functionality will come at some point in the future.(unless of
course some kind soul wants to add it for me :o) - as if!)
All tools are also not severely tested. They worked on the thing I was doing when I
wrote them. But you could easliy have some weirdo skin setup that may crash some of
them. I'd be glad to hear all bugs and suggestions. You know the address.
Get yer mitts on it then!
SkintoolsV1.33
Some kind soul by the name of "The
Bozo" has created some icons and *.kbd files etc for skintools.
Thats what we like chap, a bit of input! Good work our kid.
Skintools UI stuff
click
to the home of cheese
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