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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Review the skin binding weights Normalize weights and Weight distribution to understand how they influence the deformation of your model.
Type:
Tutorial
Length:
2 min.
Transcript
00:03
OK. Let's quickly look at the other options.
00:07
Normalized weights will basically try and keep
00:09
the weight values between zero and one.
00:13
You can set this.
00:14
So it happens as you work on the weights, which is the interactive option.
00:19
The problem is this can cause other areas you've worked
00:21
on to change as mayor tries to keep everything even
00:25
and in some cases, it can make bad decisions.
00:28
So you end up with vertices affected by the wrong joints.
00:31
You can get around this though.
00:33
None simply turns this off.
00:35
But then you run the risk of weight values being higher than one.
00:39
In this instance, you would need to normalize the weights manually later.
00:43
But this can change how the influences are distributed.
00:47
So you may need to go back in and fix some stray weights
00:50
finally post will normalize the weights for you.
00:53
Once the model deforms again,
00:55
this may involve you going back and fixing some new waiting problem areas.
01:00
I would recommend where possible keeping this set interactive.
01:04
So basically what you see is what you get
01:06
and there are no surprises later on.
01:09
Now,
01:10
you can control how the normalization is distributed with this option.
01:15
If you leave it set to distance,
01:17
you will likely get issues with vertices being assigned the wrong way.
01:21
You may have seen this when your smoothing weights
01:24
and areas of the model seem to pop out
01:27
to combat this simply change this to neighbor.
01:30
So the weights when normalized are kept local,
01:34
it will save you so many headaches and
01:36
make painting weights a more stress free experience.
Video transcript
00:03
OK. Let's quickly look at the other options.
00:07
Normalized weights will basically try and keep
00:09
the weight values between zero and one.
00:13
You can set this.
00:14
So it happens as you work on the weights, which is the interactive option.
00:19
The problem is this can cause other areas you've worked
00:21
on to change as mayor tries to keep everything even
00:25
and in some cases, it can make bad decisions.
00:28
So you end up with vertices affected by the wrong joints.
00:31
You can get around this though.
00:33
None simply turns this off.
00:35
But then you run the risk of weight values being higher than one.
00:39
In this instance, you would need to normalize the weights manually later.
00:43
But this can change how the influences are distributed.
00:47
So you may need to go back in and fix some stray weights
00:50
finally post will normalize the weights for you.
00:53
Once the model deforms again,
00:55
this may involve you going back and fixing some new waiting problem areas.
01:00
I would recommend where possible keeping this set interactive.
01:04
So basically what you see is what you get
01:06
and there are no surprises later on.
01:09
Now,
01:10
you can control how the normalization is distributed with this option.
01:15
If you leave it set to distance,
01:17
you will likely get issues with vertices being assigned the wrong way.
01:21
You may have seen this when your smoothing weights
01:24
and areas of the model seem to pop out
01:27
to combat this simply change this to neighbor.
01:30
So the weights when normalized are kept local,
01:34
it will save you so many headaches and
01:36
make painting weights a more stress free experience.
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