• Maya

Exploring skin binding weights

Review the skin binding weights Normalize weights and Weight distribution to understand how they influence the deformation of your model.


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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