To insure predictable results in this mode, it is best to also check Weight Map Normalization.Īnother thing to know is that in this mode all other bone functions cease to apply. The same goes when using negative weights. If the total value of the combined Weight Maps exceeds 100%,unpredictable results can occur. In order for a bone to have partial control over a point, that point must have at least two Weight Maps assigned to it. Note that if a point has only one Weight Map, the bone assigned to that weight will have 100% influence on that point no matter what the value of the Weight Map is. Since each vertex can have multiple Weight Maps, various bones can have a distinct influence on a vertex based on the strength of each Weight Map it is assigned to. Only uses values attained from an applied Weight Map to set bone influence. The influence a bone has on a point is now modified with the strength of the various Weight Maps on a given point. Use this dropdown menu to select a Weight Map to apply to the current bone. This determines the length of a bone at the time it was rested. This determines the orientation of a bone at the time it was rested. The most important is distance from the bone and bone falloff. ![]() How much a point is weighted towards a specific bone depends on several factors. ![]() How much effect it has is called weighting (not to be confused with Weight Maps). When a bone is rested in layout it has an effect on every vertex in the object. This determines the position of a bone at the time it is rested. "Use Morphed Positions" is (intentionally) not supported with Limited Bones. When Limited Bones mode is set for an object, it applies to all bones used for the object (unlike the other modes, which can be overridden by nulls in the skeleton). Limited bones instead limits the number of bones to the "Limited Bones Number" value. Both Faster Bones mode and Limited Bones mode work by choosing bones with the highest weights, but where they differ is that Faster Bones picks from all bones with the four highest weights (which can be any number of bones if multiple bones have the same weights). When active, the value in the new "Limited Bones Number" is used. Limited Bones - Designed to be more inline with how bones are used with game engines, Limited Bones is more restricted than the other modes for simplicity and speed.This can increase performance in objects with more than four bones. Faster Bones - Each vertex will only be affected by the bones with the four largest weights.Full Bones - LightWave legacy bone system.This option can adversely affect performance normally it should be turned off. With this enabled, bone deformations will be applied after morphs. Inverse Distance ^128 Use Morphed Positions ![]() Left: Inverse Distance, Right: Inverse Distance ^2 The larger the number the quicker the influence of the bones will falloff. An exponent is used (^2, ^4, ^8, ^16) to figure out how quickly the falloff will happen. Falloff typeįalloff Type uses a mathematical formula to set the falloff strength of a bone’s influence in the current object. Clear All bonesĪs the name suggests, this button will clear all bones from the current object. This allows you to change to a different object without having to leave the Properties Panel. When you first open the Bone Properties Panel, you only have access to the bones of the object that you had originally selected. This pop up menu allows you to choose a different object whose bone properties you would like to edit. Select the Bones button at the bottom left corner of Layout and then click the Properties button located in the same corner. This panel gives you access to all the settings available for bones in LightWave Layout.īone properties can be accessed in two ways:
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