jjroland opened this issue on Jun 01, 2012 · 15 posts
vilters posted Sat, 02 June 2012 at 4:26 AM
If you know how to work with the morph brush, you know how to use weightmapping.
it allows you to give specific bending strenght to each vertice.
You control the force ( visible as colors from green over yellow to red.)
Follow the video at youtube then load a simple figure with very bad joints.
Use the Poser2 female for that.
load her, and put the upper arm down. You wil see that the mesh does the strangest things in the armpit area.
Now create a weightmap for the bend joint as shown in the vid.
And for starters, bend the arm at 45° down.
Now see the colors of the joint?
Move your mouse over the colored area.
Try the different settings of pull, push, smooth, brush sizes ans strenght.
Experiment, and you will soon be on your way.
You can use the dial in the joint window or n the parameters palette to raise and lower the arm through its full range while corecting the joint using the weightmap.
I used this Poser2 woman figure in my example shown at RDNA at the release of Poser9/PP2012.
PP2012 can create weightmaps on any joint of any figure, old new.
Poser9 can NOT create weightmaps but can use them. => Weightmapped figures will work in Poser9 also.
@max
Weightmapping can "repair" lots of things.
it allows for far less morphs to get the mesh right around the joints.
It allows (when properly done) flesh movement controlled by the joint.
Like, sagging thights when a figure sits down, biceps under tention, moving breasts and others.
i used to morph a lot of these, and use weightmapping now as it is internally in Poser and so easy to work with and controllability is fantastic.
But?? Experiment with old and realy bad rigged figures like the Poser 1 or Poser2 family figures; male or female.
The results are eye-opening and make you a weightmap believer. :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!