

Menu Cells
You can subsequently fine-tune the initial assignment to selected skeleton joints or objects using the commands in the Skin -> Envelope Assignment menu cell commands in the Actor module.
Some editing operations require an automatic reassignment to apply the changes. For details, see Reassign Automatically.
Colour coding indicates its assignment, as described in Show Vertices. This colour coding of vertices' assignment makes reassignment easier.
For an overview or creating and editing skeleton and skins, see the Skeletons section and see the Skin for Skeletons section of the Modelling User's Guide.
For more ways of changing the deformation of envelopes, see also the Skin -> Deformation Parameters and Skin -> Deformation Curves menu cell commands.
When assigned to skeleton objects, flexible envelopes map their vertices to the centre of the nearest skeleton object(s). Consequently, it is not important what kind of object you use as a skeleton object, since its geometry is not considered.
For rigid envelopes, be aware that the envelope root is never assigned to a joint.
1. Select an envelope.
2. Choose the Skin -> Show Vertices command.
3. The vertices' assignments are displayed.
As well, if you assign any kind of flexible envelope (automatic, local, global) to the skeleton, it applies the same colours to the associated vertices.
1. Select a chain root.
2. Choose the Skin -> Colour Skeleton command.
3. Follow the mouse button instructions as described below:
1. Select a joint.
2. Choose the Skin -> Colour Joint command.
3. Left or middle-click to toggle through the object colour palette (blue, red, green, cyan, yellow, magenta).
4. Right-click to end colour selection.
As the name suggests, a bounding model describes the area of influence around the joint, either by limiting the assignment of envelope vertices, or forcing certain vertices to be assigned to a specific skeleton model. Bounding models are only useful for skeletons with envelopes, but can be created before assigning the envelope and edited as required.
Bounding models are retained even if the envelope is cut from the skeleton and another is assigned.
Bounding models are displayed only when Show -> Controls is activated. As the "children" of the associated joints, they use the same display colour.
You can scale, rotate, and/or translate them as desired.
If you create/edit a bounding model after you have already assigned an envelope, you must choose Skin -> Reassign Automatically to implement the associated changes in assignment.
2. Define this as a skeleton. You can either:
3. If you want to verify vertices' assignment, choose either Skin -> Modify Weights to view weighting values in the Envelope Weights dialogue box.
4. If you want to create a bounding model to control vertices' assignment, select a skeleton element and choose Skin -> Inclusive/Inclusive Limit/Exclusive.
5. Select the shape of the bounding model using the mouse buttons.
6. You can then scale, rotate, and translate the bounding model.
7. If you assigned an envelope before creating or editing the bounding model, choose Skin -> Reassign Automatically to implement the changes in assignment.
Points falling outside any inclusive bounding model are assigned and weighted (according to their relative proximity) to the n closest joints; n is defined in Default nb of joints assigned in the Envelope Initial Assignment dialogue box. The default is 2.
The Skin -> Modify Weights command displays the Envelope Weights dialogue box in which you can reassign/reweight vertices to joints or skeleton objects, or assign them to the effector (which is not part of the initial envelope assignment).
This command works on tagged vertices only (for envelope models with geometry). For rigid envelopes, no vertices information is available: you simply reassign or reweight selected envelope elements (such as a meta-clay element) to skeleton joints or objects.
2. Choose the Skin -> Modify Weights command.
3. The Envelope Weights dialogue box is displayed. The dialogue box is interactive with the time line so that you can change the frame number while keeping this dialogue box open.
4. In the Selected Envelopes scroll box, select an envelope.
5. Information on tagged vertices and their assignment is displayed in the Tagged Vertices and the Joints/Weights scroll boxes. The Weight slider value registers 0 until you actually highlight an element from the list.
6. Select one or more of the vertices in the Tagged Vertices scroll box and view their assignment and weighting in the Joints/Weight scroll box.
7. You can now edit the weighting of the selected vertices or all the vertices in the list, relative to a skeleton element.
8. Apply the new weighting in absolute terms or additive terms.
9. If you select the Weighted option, it automatically interpolates the weight values across the whole area of the selected vertices - there is a progressively diminishing effect spread out over the vertices associated with the selected element. Otherwise, the same weight values are assigned to all selected vertices.
10. Set the Weight value using the slider. If your selection makes the combined weighting exceed 100, the weight values for all elements are recalculated.
11. To view the results of the modifications, select either the Auto Refresh option or the Refresh button.
12. Click Ok to accept the new weights and assignments or Cancel to exit the dialogue box and undo any modifications.
The Modify Weights command ignores bounding models for joints. This is also true of the Reassign Manually command.
The interaction of selections in this dialogue box is somewhat complex and should be understood before use. It is useful primarily when you wish to:
You can highlight more than one envelope at a time. However, the Joints/Weights scroll box can only display one skeleton at a time, so this is not a common approach.
If you do this, the Tagged Vertices scroll box shows a list of vertices corresponding to those which are tagged on the first envelope in the scroll list. A "d" beside each means that the displayed value is not necessarily the same for all selected envelopes.
In a few specific cases, it may be useful for you to highlight multiple envelopes in the scroll box, such as if you have skinned identical curves to create symmetrical envelopes around a skeleton. In this case, you can highlight multiple envelopes and then edit the weights of one or more symmetrical tagged vertices in a single operation.
Examples:
For a rigid envelope, this option sets the weight of the selected envelope (range 0 to 100%).
Your adjustments apply specifically to the selected element without considering or affecting assignment to others. However, vertices' weighting must be between 0 and 100%, regardless of how many elements they are assigned to. If your adjustments cause the weighting of a vertex to go below 0 or above 100, there is an automatic readjustment of weighting over all the assigned elements to respect this restriction.
In most cases, the Weight slider affects the weighting of only the selected element in the Joints/Weights scroll box. However, the total weighting for the selected vertices cannot exceed 100; in this case, the weight values for all elements are recalculated to bring the total to 100 or 100%.
The Weighted option can only be selected in conjunction with the additive weighting modes: Add or Add Percent.
For example, if you select Add Percent from the menu, select the Weighted option, and enter 50 with the slider, this is the result:
Reassign Manually is applicable only to flexible envelopes. For rigid envelopes, you can reset their assignment. The easiest way to do this is by using the Skin -> Modify Weights command to modify weighting values of tagged points.
The Reassign Manually command ignores bounding models. This is also true of the Modify Weights command.
Whenever vertices are assigned to parts of skeletons (whether automatically or manually), the assignment is always based on the initial, undeformed position. Before reassigning points manually, it helps to reset the actor, to visualize the starting point before you start reassigning. To do this, choose Skeleton -> Reset Actor.
2. Tag the vertices you want to reassign.
3. Choose the Skin -> Reassign Manually command.
4. Pick the new joint for the tagged vertices using the left mouse button. Middle-click to unassign the tagged vertices. The vertices are reassigned or unassigned.
2. Choose the Skin -> Reassign Automatically command.
3. Once you fill in the Envelopes Initial Assignment dialogue box, all vertices are reassigned to the nearest skeleton element(s).
Types
Bounding models can be combined for more realistic deformation. For example, to achieve a progressively diminishing influence of the joint, you could use both an Inclusive bounding and an Inclusive Limit box. For details on how this works, see Combining Bounding Models of the Modelling User's Guide. Inclusive Limit
This type of bounding model defines the joint's zone of influence, similar to a clipping operation. When using Inclusive Limit:
Inclusive
Any vertex falling within the bounding model is assigned 100% to the associated skeleton element, without regard to relative proximity to the skeleton element. Exclusive
Any vertex falling within the bounding model is prevented from being assigned to the associated joint. Shapes
All types of bounding model come in the same three shapes: a box, a cylinder or a sphere. Only the box shapes can be edited. You can tag and transform their points to define a more accurate area over the envelope. Modify Weights
After assigning an envelope to a skeleton using the initial assignment parameters, you may still need to fine-tune the way the envelope responds to skeleton movement or create specific deformation effects.
Procedure
1. Select one or more envelopes and tag the vertices you want to modify.
Envelope Weights Dialogue Box
Restrictions and Tips
It is often easier to use the Bounding Model or Reassign Manually commands to reassign envelope vertices than to use this dialogue box.
When you select vertices to edit, they are not always highlighted in the window. Selection Parameters
Selected Envelopes
A scroll box displays the names of all envelopes selected in the window. Any envelopes without tagged vertices are not included in the list. Highlight an envelope to display information on tagged vertices and their assignment. Tagged Vertices
Lists any tagged vertices for a selected envelope by their identification numbers. When modifying the weight of an envelope, you must tag some vertices. When modifying the weight of a rigid envelope, no vertices are listed. Modified for:
Interaction among Selections
When you highlight an envelope in the Selected Envelopes scroll box, the tagged vertices are listed by number in the Tagged Vertices scroll box. You can edit the weights for selected vertices in the scroll box or all of them in a single operation.
For Rigid Envelopes
For a rigid envelope, no vertex information is available. In this case, select the entire envelope and weight it relative to selected elements, interacting only with the Weight slider and the Joints/Weights scroll box. Weighting Parameters
Weight
For a flexible envelope, this option sets the weight value for all or selected tagged vertices relative to the assigned skeleton element. Weighting (Menu)
Selects the weighting formula. Use the Weight slider with any of these options to change the values.
Weighted (Option)
If selected, this option automatically interpolates the weight values across the whole area of the selected vertices - there is a progressively diminishing effect spread out over the vertices associated with the selected item in the Joint/Weight scroll box. The result is a smoother interpolation between points. This option can only be selected if you have selected Add or Add Percent weighting. Interaction among Weighting Selections
There is an interaction between the Weight menu, the Weight slider, the Weighted option, and the Joints/Weights scroll box.
Joints/Weights
Lists each joint or object in the skeleton, and the effector, if any, and displays the weight values for the associated vertices. Initially, vertices are assigned to one or more elements for a total of 100%. When you edit the weighting value for one element, it does not recalculate the weight for other elements unless the combined weight for all elements exceeds 100%. Auto Refresh
Automatically updates the scene with the modifications you make. If you like, you can deselect this option and use the Refresh button only when you want to see the changes you have made. Refresh
Allows you to view the results of your modifications immediately. Reassign Manually
The Skin -> Reassign Manually command allows you to reassign tagged vertices to another joint or skeleton object, or assign them to the effector (which is not part of the initial envelope assignment). Procedure
1. Select the envelope and show its vertices using Skin -> Show Vertices. Reassign Automatically
The Skin -> Reassign Automatically command automatically resets the assignment and weighting to the initial (undeformed) assignment. It can be used for flexible and rigid envelopes.
Procedure
1. Select an envelope.
SOFTIMAGE 3D Reference - 19 APR 1996
