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Blender рисование веса не работает

Не корректно работают значение весов .

Главная › Форумы › Анимация и ригинг › Не корректно работают значение весов .

  • В этой теме 1 ответ, 1 участник, последнее обновление 2 года, 6 месяцев назад сделано DampedMink992 .

Добрый день. Не могу разобраться с проблемой редактора весов.
Меш привязан к арматуре без формирования групп. При установки любого значения веса на вершину она начинает вести себя как вершина со значением 1.

Скрин: https://yadi.sk/i/zbF3nAPsEIOemg
На скрине отмечены 2 вершины внизу с низкими значениями.

Нашел решение своей проблемы.
В общем проблема заключается в том что Blender при использовании Armature Deform просчитывает значение веса для всех костей формирующих скелет.
Если скелет имеет в себе более чем одну кость, Blender будет просчитывать «натяжение» меша по скелету относительно всех костей.
То есть если мы создаем привязку с пустыми группами, при установки любого значения веса для вершин только на одну кость, Blender будет воспринимать любое значение как 1, за счет того что нет сопротивления от других костей.
Соответственно в случае с автоматической генерацией все куски меша будут задействованы ближайшими к ним костями.
Что бы понять как Blender воспринимает значение веса для Vertex группы, можно воспользоваться функцией Normalize All, вызвать которую можно в Edit и Weight Paint режимах, на левой панели (Tool Shelf — T), В категории Weight tools.
После использования данной функции Blender присвоит мешу значения весов согласно своим подщетам, которые не доступны пользователю через Viewport.

Подробнее с данной ситуацией и функцией можно ознакомиться здесь:

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Проблема в weight paint

Дорого времени суток, совсем недавно начал осваивать ригинг. И столкнулся с такой проблемой, привязываю меш к арматуре с автоматическим распределением весов, потом в weight paint начинаю подправлять и вроде идёт всё хорошо, пока одна из вершинне начинает вести себя странно, а именно, я могу увеличить её вес, но никак не уменьшать, как будто она блокируетсяна на уменьшение веса, что ещё хуже это эффект может перейти на ближайшую вершину. И как это исправить не могу понять.

Скорее всего тип кисти нужно поменять. Возможно сейчас стоит Add, она только на добавление веса работает. Можно перевести на тип Mix например

p.s Тема не новая но всё же может кому поможет

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Editing Weights¶

Mode: Edit Mode and Weight Paint Mode
Menu: Weights

Weight Paint Tools.

Blender provides a set of helper tools for Weight Painting.

The Subset Option

Some of the tools also provide a Subset filter to restrict their functionality to only specific vertex groups (in the Adjust Last Operation panel, displayed after the tool is called) with following options:

  • Active Group
  • Selected Pose Bones
  • Deform Pose Bones
  • All Groups
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All tools also work with Vertex Selection Masking and Face Selection Masking. In these modes the tools operate only on selected vertices or faces.

Assign from Bone Envelopes¶

Apply the envelope weight of the selected bone(s) to the selected vertex group.

Assign Automatic from Bone¶

Apply from the selected bone(s) to the vertex group the same “auto-weighting” methods as available in the Parent armature menu.

Normalize All¶

For each vertex, this tool makes sure that the sum of the weights across all Vertex Groups is equal to 1. This tool normalizes all of the vertex groups, except for locked groups, which keep their weight values untouched.

Normalize All options.

Normalize¶

This tool only works on the active Vertex Group. All vertices keep their relative weights, but the entire set of weights is scaled up such that the highest weight value is 1.0.

Mirror¶

This tool mirrors the weights from one side of the mesh to the opposite side (only mirroring along X axis is supported). But note, the weights are not transferred to the corresponding opposite bone weight group. The mirror only takes place within the selected Vertex Group.

Mirror for meshes which are not 100% symmetric (approximate mirror). See here for more information.

Mirror to Opposite Bone

If you want to create a mirrored weight group for the opposite bone (of a symmetric character), then you can do this:

  1. Delete the target Vertex Group (where the mirrored weights will be placed).
  2. Create a copy of the source bone Vertex Group (the group containing the weights which you want to copy).
  3. Rename the new Vertex Group to the name of the target Vertex Group (the group you deleted above).
  4. Select the Target Vertex Group and call the Mirror tool (use only the Mirror weights option and optionally Topology Mirror if your mesh is not symmetric).

Invert¶

Replaces each Weight of the selected weight group by Г— -1.0 weight.

  • Original 1.0 converts to 0.0
  • Original 0.5 remains 0.5
  • Original 0.0 converts to 1.0

Locked vertex Groups are not affected.

Clean¶

Removes weights below a given threshold. This tool is useful for clearing your weight groups of very low (or zero) weights.

In the example shown, a cutoff value of 0.2 is used (see operator options below) so all blue parts are cleaned out.

Note, the images use the Show Zero weights Active option so that unreferenced Weights are shown in Black.

Quantize¶

This operator uses a process known as Quantization which takes the input weights and clamps each weight to a number of steps between (0 — 1), so there is no longer a smooth gradient between values.

Quantize example (Steps = 2).

Levels¶

Adds an offset and a scale to all weights of the selected Weight Groups. with this tool you can raise or lower the overall “heat” of the weight group.

No weight will ever be set to values above 1.0 or below 0.0 regardless of the settings.

Whichever Gain and Offset you choose, in all cases the final value of each weight will be clamped to the range (0.0 — 1.0). So you will never get negative weights or overheated areas (weight > 1.0) with this tool.

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Smooth¶

The Smooth tool only works when “Vertex selection masking for painting” is enabled. Otherwise the tool button is grayed out.

Blends the weights of selected vertices with adjacent unselected vertices. This tool only works in vertex select mode.

To understand what the tool really does, let us take a look at a simple example. The selected vertex is connected to four adjacent vertices (marked with a gray circle in the image). All adjacent vertices are unselected. Now the tool calculates the average weight of all connected and unselected vertices. In the example this is:

\((1 + 0 + 0 + 0) / 4 = 0.25\)

This value is multiplied by the factor given in the Operator options (see below).

  • If the factor is 0.0 then actually nothing happens at all and the vertex just keeps its value.
  • If the factor is 1.0 then the calculated average weight is taken (0.25 here).
  • Dragging the factor from 0 to 1 gradually changes from the old value to the calculated average.

Now let us see what happens when we select all but one of the neighbors of the selected vertex as well. Again all connected and unselected vertices are marked with a gray circle. When we call the Smooth tool now and set the Factor to 1.0, then we see different results for each of the selected vertices:

The top-most and bottom-most selected vertices:

are surrounded by three unselected vertices, with an average weight of \((1 + 0 + 0) / 3 = 0.333\) So their color has changed to light green.

The middle vertex:

is connected to one unselected vertex with weight = 1 . So the average weight is 1.0 in this case, thus the selected vertex color has changed to red.

The right vertex:

is surrounded by three unselected vertices with average weight = \((0 + 0 + 0) / 3 = 0.0\) So the average weight is 0, thus the selected vertex color has not changed at all (it was already blue before Smooth was applied).

Finally let us look at a practical example. The middle edge loop has been selected and it will be used for blending the left side to the right side of the area.

  • All selected vertices have two unselected adjacent vertices.
  • The average weight of the unselected vertices is \((1 + 0) / 2 = 0.5\)
  • Thus when the Factor is set to 1.0 then the edge loop turns to green and finally does blend the cold side (right) to the hot side (left).

The vertices to mix with.

All Smoothing will smooth both selected and deselected vertices. Only Selected Smoothing will only smooth with selected vertices. Only Deselected Smoothing will only smooth with deselected vertices.

Transfer Weights¶

Copy weights from other objects to the vertex groups of the active object.

By default this tool copies only the active (selected) vertex group of the source object to the active vertex group of target object or creates a new one if the group does not exist. However, you can change the tool’s behavior in the Adjust Last Operation panel.

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For example, to transfer all existing vertex groups from the source objects to the target, change the Source Layers Selection option to By Name.

This tool uses the generic “data transfer”, but transfers from all selected objects to active one. Please refer to the Data Transfer docs for options details and explanations.

Prepare the Copy¶

You first select all source objects, and finally the target object (the target object must be the active object).

It is important that the source objects and the target object are at the same location. If they are placed side-by-side, then the weight transfer will not work. (See the Vertex Mapping option.) You can place the objects on different layers, but you have to ensure that all objects are visible when you call the tool.

Now ensure that the target object is in Weight Paint Mode. Open the Toolbar and call the Transfer Weights tool in the Weight Tools panel.

Adjust Last Operation Panel Confusion¶

You may notice that the Adjust Last Operation panel stays available after the weight transfer is done. The panel only disappears when you call another Operator that has its own Adjust Last Operation panel. This can lead to confusion when you use Transfer weights repeatedly after you changed your vertex groups. If you then use the still-visible Adjust Last Operation panel, then Blender will reset your work to its state right before you initially called the Transfer Weights tool.

So when you want to call the Transfer Weights tool again after you made some changes to your vertex groups, then always use the Transfer Weights button, even if the Adjust Last Operation panel is still available. Unless you really want to reset your changes to the initial call of the tool.

Limit Total¶

Reduce the number of weight groups per vertex to the specified Limit. The tool removes lowest weights first until the limit is reached.

The tool can only work reasonably when more than one weight group is selected.

Fix Deforms¶

The Fix deforms tool is used to modify an object’s nonzero weights so its deformed vertices are at a new defined distance. This is helpful to fix deformations because when complex models are deformed to their extreme poses, they are often visibly bumpy, jagged, or otherwise incorrectly deformed. Using this tool, you can smooth over the deformation.

To use the tool, select the vertices that you would like to move, either in Edit Mode or by using the vertex selection/mask. The operator can now be used and altered with these options:

Distance The distance to move to. Strength The distance moved can be changed by this factor. Accuracy Changes the amount weights are altered with each iteration: lower values are slower.

Note that if it does not change, then there are no nonzero bone weights that are changed to make it closer to the intended distance.

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