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LWO To MDD
Optimizing bone's weight and morph map
BlurWeightList
BGWeightList
WeightSaver/Loader
BGMorphList
In Layout: rig, poses, animations
Poser Skeleton Loader
Poser Pose Loader
Poser Misc Loader
Export To Poser
Bone Deformer
In Layout/Modeler and Poser: utilities
BGPointFit
MergeMappedPoints
DiscontSelect
PLK_RenameSurfobj
PLK_WeightMapToBone
PLK_WeightBoneToJoint
PLK_SpawnAll
PLK_PoserToMDD
PLK_BakeExpression
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Optimizing Bone's Weight Map
Poser use specific channel basis method to calculate weights, so twist rotation
(alias bank) has always different influence, than bend or side-to-side rotation.
LightWave Bone Engine use one map for the three rotation axis, so there are still
some impossible cases to import in Layout, if body poses are too extreme.
Acrobatic poses can be solved by Driven-key, but here we intend to optimize
weight map for common character poses.
Notes:
Bone's weight map must be normalized in Layout object property panel.
BlurWeightList
is a plugin for Modeler.
-Select weight map(s) you want to blur in the list box, you can have more blur with two
or more passes.
-You need to apply BlurWeightList (twice), if using Part To Weight option in Poser Mesh Loader.
-Except if you want to keep hard edge in the map, this is an
indispensable final touch.
This method is good for animals, not sufficient for human body's part such as collar,
shoulder, chest, hip, thigh, shin and buttock; fingers need also some adjustments:
- Pondering anatomic angle limits, internal fold is harder than external.
- Parent's real bone does maintain external shape in angle, if child is bended.
- A few percent of Weight map or gradient over plain parts is determinant to fix some
extreme poses.
- A small amount of influence between "grandparent" and "grandchild" can also be added
(i.e.: chest/collars/shoulders hip/buttocks/thighs).
BGWeightList
is a plugin for Modeler.
Mesh weight mapped must be placed in the background layer with your character
in foreground layer, launch BGWeightList, select weight map(s) in the list box,
background weight map(s) will be copied in your character mesh,
by projection along polygon's normal.

With Mix With FG Weight Map checked, background weight map will be copied,
only if its value is higher than foreground weight map, otherwise foreground map
is always replaced.
With BG Mapped polys only checked, background polygons which are not
mapped in this weight map are ignored.
With BG BoundingBox Limits checked, background mapped polygons define a
bounding box, only FG points included in this bounding box are mapped.
BoundingBox Margin will extend this bounding box,
except for "X" face, if it is near to vertical axis. |
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Notes:
The two above options are useful, with multi weight maps selected and BG
overlapped polygons, but often you get better results by selecting only one map and
you can save time by hiding undesired geometry on two layers.
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WeightSaver and WeightLoader
(Modeler plugins) Save and Load Weight Map(s)
to/from editable ASCII files.
With Cleanup Weight Map, before Loading checked,
WeightLoader will delete Weight Map for mapped point in layer,
if Weight Map exists both in file and layer, others Maps are unchanged.
If you have merged points, point's index have changed in your mesh so weight map file
will become unavailable, instead of, you can use BGWeightList to copy all BG maps
in one pass to your FG character (uncheck all options and to save time,
hide both FG' and BG' "head" part before).
BGMorphList
is a plugin for Modeler.
Mesh morph mapped must be placed in the background layer with your character
in foreground layer, launch BGMorphList, select morph map in the list box,
background morph map(s) will be copied in your character mesh,
by projection along polygon's normal.
To save time, hide unneeded part in both FG and BG mesh, before starting. |
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