Weight Map Paint

  • without lock max number of influence, any smooth painting operation will spread the weight all over the place, and hard to consistently fight with bone weight locks
  • cleanup spreaded tiny weight all over the place is not a good idea
  • example of root bone affecting too much off to the arm area
  • Isolate vtx selection and rig group selection, in wireframe view (4) it show only vtx, in shade view (5) it show everything
  • good for fast toggle visibility of what you work on and where are they originally
  • screenshot of vtx isolation view
  • Maintain Weight Smooth transition and Shift Weight between bones
  • First you smooth out the weight transition between bones, then re-target bone weight to different bones when desired
  • Bone weight spread should be within max 2 bone range, otherwise, there is no point having extra small in-between bones to help ease the transition.
  • thus, a single Vtx should have max 5 bones affecting it;
    • Case A: 2 in upper hierarchy and 2 in lower hierarchy and the middle bone itself.
    • Case B: 4 bones in 4 directions and center bones
    • Some case: max 1 bone range, as with max number of influence per vtx is 3. (upper, middle, lower)