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37.3 Cartoons - Leroy the Hawk, Animation 3
 
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MODELER, AUTOMATING WEIGHT MAPS

I begin with a fresh slate by loading 'Leroy_NoSkelegons.lwo' from the last tutorial.

I do a 'Save Object As...', calling it 'Leroy_AutoWeightMaps.lwo'.

I select 'Skelegons' from the 'Elements' section of the 'Create' tab and click in the middle of Leroy's chest to being the first skelegon, then click a second time at his elbow.



I move the skelegon in the 'Right' viewport so the skelegon is centered in the middle of the arm.



I press 'n' and put 'Arm' as the 'Name' as I did in the last tutorial, but I don't checkmark 'Fill Weight Map'.



I close that requester.

I click two more times, once at the wrist and again at the tip of the 'fingers'.



I press the space bar to finish those three skelegons. The cyan color disappears.

This time, though, when I look at the Weight Map' drop-down menu, there are no weight maps (I didn't checkmark 'Fill Weight Maps').



When I select 'Skelegon Tree' from the 'Other' section of the 'Detail' tab, there are no weight map names associated with the 'Arm01', 'Arm02' and 'Arm03' skelegons, which makes sense.



Double-clicking on the skelegon names, I again change the three skelegon names to 'Leroy_Bicep', 'Leroy_Forearm', and 'Leroy_Hand'.

I don't do anything with the associated weight map names. I close the 'Skelegon Tree' window.

I know that I need to create weight maps for the skelegons, so I click on the 'Maps' tab.



I press 's' to save the skelegons in case I wish to return to this point in case I don't like the way the weight maps come out.


MODELER, 'MAKE BONE WEIGHT MAP'

Yes, I know they're called 'Skelegons' in Modeler, but LightWave broke their own rule. They call it a 'Bone Weight Map' instead of a 'Skelegon Weight Map' when you use the 'Bone Weights' plug-in.

From the 'Weight & Color' section of the 'Maps' tab I select

I'll use the information I obtained from the experiments that I did in the last tutorial. I select 'Inverse Distance' for the Falloff value.

Since there are no weight maps defined at the moment, I don't choose the 'Additive' checkmark as that would add the effect to current weight maps.

I guess at a value of 200 mm for the Threshold value and set 'Blend' as the threshold type.



Although the 'Make Bone Weight Map' title on the window seems to imply that you're making just one bone map, it will make a 'Weight Map' for each current skelegon using those values.

The instant that I click 'OK', appears in the 'Weight Map' drop-down menu at the bottom right of the Modeler window.

When I drop the menu, I see that LightWave has used each skelegon name to create weight map names.



I check each weight map by selecting each weight map name, then watching the 'Perspective' viewport while in 'Weight Shade' mode.

This is what the 'Leroy_Forearm' weight map looks like.



Since the weight values are determined using a circle which radiates from both end-points at each end of the skelegon, any geometry points which are around the center of a skelegon sometimes get a lower-intensity of influence.

Therefore, the strongest influence will be around each end of the skelegon and there will sometimes be a little bit of a drop-off in influence at any points which are above the center of a skelegon when using this automated method of creating weight maps.

If I didn't like the weight maps that LightWave created for me, I could press 'u' to undo them. I would then select and make slightly different choices.

If the weight value on any point wasn't correct, I could easily modify those point's weight values as I've shown how to do in previous tutorials.


MODELER, WEIGHTS TOOL

When you wish to modify particular points to have greater or lesser influence, there's another way you can modify them.

Magnify the area you wish to modify.

From the 'Map' tab, 'Weight & Color' section select

In the 'Perspective' viewport with 'Weight Shade' chosen, click on any point with the left mouse button.

Keep the left mouse button held down and roll your mouse to the right (slowly). This will increase the amount of influence on that point and the area around that point will grow more red.



If there are a lot of weighted points you may have to move very slowly. Stop for a while at a spot to make sure the influence level has stopped changing, then carefull let up on the mouse button.

To reduce the amount of influence, press the left mouse button and hold it down, then move to the left. The intensity will lessen until it goes to green, where it will then begin to go to blue (blue is a negative weight which means it will be an inverse effect on that point).



Move it again to the right and it will raise back to green, then to red.

When you let up on the mouse button, it will take that as the new intensity value.

If you press 'n' to bring up the numeric requester it will show you the percent of change as you do it.



If the 'Weight' tool acts sluggish when you have a complex object, select the points you wish to be affected by entering 'Select Points' with CTRL-g as you normally would and in the numeric panel set the Falloff to 'Point Radial'.



When you select 'Point Radial' falloff it will allow you to type a 'Radius' value which will determine how wide an area will change (how many points at the same time) when you use the tool. As usual, you enter the radius in millimeters or meters.

The book says you must be directly over a point to use this method, and it says you'll get faster updates, but I don't see much difference in the speed in which it updates.

However, a very handy aspect to 'Point Radial' mode is if you have no points selected and you have a very large radius. In that case, all points will increase or decrease in intensity throughout the entire object.

If you have more than one point selected, all of those points will raise or lower at the same time.

When using the numeric requester, realize that it's a relative change. If you let up at any time and then click again it will always begin again at 0%.

Using the weights tool with no points selected will add the current weight map to ALL POINTS, not just the one being edited. Non-edited points are assigned a 0% value. If you don't want this to happen, select only the points you wish to modify before you use the Weight tool.

You wouldn't see a difference when LightWave assigned the 0% value to every point, but if 0% is assigned to all points in that weight map, that can drastically slow things down (it would then attempt to redraw every 0% point).


MODELER, AIRBRUSH TOOL

Another good way to change the intensity of any point is with the 'Airbrush' tool, found in the 'Weights & Colors' section of the 'Map' tab.

Just as with the 'Weights' tool, work in the 'Perspective' viewport and the 'Weight Shade' view type.

Click

if you press 'n' the numeric requester will allow you to modify the airbrush tool.



Click the left mouse button, hold it down, and make little circles above any point to increase the value.

The radius affects how wide the area of influence you'll paint will be.

The radius area must actually touch a point for it to have an effect since it must add value to a point.

If you have points selected, only those points will be affected.

The Strength' value sets the intensity of the tool.

Negative strength values reduce the amount of weight (even below zero).

You can increase the Weight Value above 100%, if necessary.

You select which weight map you are modifying by selecting that weight map from the 'Vertex Map' drop-down menu ('Weight Maps' say [Weight] to the right of the name).

NOTE - If the airbrush acts sluggish when you have a complex object, try using the 'Weights' tool, select that particular point with CTRL-g, and use 'Point Radial' as the Falloff' on the numeric panel.


MODELER, AUTOMATING LEROY'S WEIGHT MAPS

I'm done with those experiments so I save it by pressing 's' and re-load the Leroy which had a completed skelegon structure... but no weight maps.

In the last tutorial I had saved it as 'Leroy_19.lwo'.



In the 'Perspective' viewport I ensure that 'Weigth Shade' is the view type.

From the 'Map' tab, 'Weight & Color' section I select

I set the Falloff to 'Inverse Distance' and the 'Threshold Value' to 150 mm.

Since there are no current weight maps (I deleted them all before I saved this version) I don't need to checkmark 'Additive'.

I set the 'Threshold Type' to 'Blend'.



When I look at the 'Weight Map' drop-down menu, it now has 39 weight maps.



And, if I check 'Skelegon Tree', there are also 39 Weight Map Names associated with each skelegon.

Doing weight maps this way, a tiny skelegon will have no influence at all, such as the one holding the beak together whereas the 'Leroy_Tail skelegon will have an enormous influence.



It's always best to start with the smallest amount of falloff. Also, use 'Blend' rather than 'Clip'.

You can always click the 'Additive' button later to raise the falloff levels, extend the threshold clipping range, or change the threshold type to 'Clip'.

I do a 'File->Save Object As...' and save the new version as 'Leroy_20.lwo'.


MODELER, CLEARING ALL WEIGHT MAPS

'Bone Weights' can also be used to wipe clear all weight maps in your skelegon tree. That way you won't have to delete all weight maps manually if you make mistakes.

To clear all weight maps so they have no influence on the skelegons, click 'Bone Weights' and make sure that 'Additive' is NOT checked.

It doesn't matter which 'Falloff' value you choose.

Set the threshold value to '0' and the threshold type to either 'Clip' or 'Blend'.



After doing this, any 'Weight Map' you look at will be completely green with no red, blue, or black influence.

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