Weight mapping?
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Okay, so I'm not new to rigging a model, however I've only recently (As in yesterday) got started learning weight mapping on an object. I understand the theory and practice behind it and find it fairly easy up to a point. What I'm having issues with is basically, is there a way to weld verticies together on a figure durring the weight mapping process to make it so that you don't get seams coming apart? Or... is there a technique I'm not seeing in the mapping process?
EDIT: One more thing before anyone tries to answer this. I get so far into the weight mapping, and when I go back to try and fix something, the maps are all jacked up. Whats up with that? Also, why is it I can erase some of the red verticies some of the times but not others?
Comments
Do you need the vertices to be unwelded at other times? If not it would be better to weld the model initially.
Weights are normalised, they have to add up to 1 across all maps for each vertex (or in a TriAx figure each axis/scale parameters has to add up to 1 across all maps). Erasing weight from one map adds it to another, sometimes that can be an issue (leading to blocked erasure) and it does mean that editing a map will have knock-on effects on others.
Oh. Well, that figures, doesn't it? I thought each weight map was seperate for each bone. This is going to complicate things a little I think.
Doesn't that mean though that I can do one set across all the geometry and then be done with that set? IE, select the head bone, X rotation and do the weight mapping for that selection across everything, and I'm done?
I'm not sure what you mean.
Well, what I had figured from that post of yours is that I could make one weight map for everything on one axis of rotation. Didn't work.
No, you need a weight map for each bone affected.