Vertex Weight Proximity Modifier
This modifier sets the weights of the given vertex group, based on the distance between the object (or its vertices), and another target object (or its geometry).
Advertencia
This modifier does implicit clamping of weight values in the standard (0.0 to 1.0) range. All values below 0.0 will be set to 0.0, and all values above 1.0 will be set to 1.0.
Nota
You can view the modified weights in Weight Paint Mode. This also implies that you will have to disable the Vertex Weight Proximity modifier if you want to see the original weights of the vertex group you are editing.
Options
- Grupo de Vértices
The vertex group to affect.
- Target Object
The object from which to compute distances.
- Proximity Mode
- Object Distance
Use the distance between the modified mesh object and the target object as weight for all vertices in the affected vertex group.
- Geometry Distance
Use the distance between each vertex and the target object, or its geometry.
- Vertex (Vértice)
This will set each vertex’s weight from its distance to the nearest vertex of the target object.
- Edge (Arista)
This will set each vertex’s weight from its distance to the nearest edge of the target object.
- Face (Cara)
This will set each vertex’s weight from its distance to the nearest face of the target object.
Nota
If you enable more than one of them, the shortest distance will be used. If the target object has no geometry (e.g. an empty or camera), it will use the location of the object itself.
- Lowest
Distance mapping to 0.0 weight.
- Highest
Distance mapping to 1.0 weight.
Truco
Lowest can be set above Highest to reverse the mapping.
- Normalize Weights
Scale the weights in the vertex group to keep the relative weight but the lowest and highest values follow the full 0 - 1 range.
Falloff (Desvanecimiento)
- Tipo
Type of mapping.
- Lineal
No mapping.
- Custom Curve
Allows you to manually define the mapping using a curve.
- Sharp, Smooth, Root and Sphere
These are classical mapping functions, from spikiest to roundest.
- Random (Aleatorio)
Uses a random value for each vertex.
- Median Step
Creates binary weights (0.0 or 1.0), with 0.5 as cutting value.
- Invert
<-->
Invierte la caída.
Influencia
Those settings are the same for the three Vertex Weight modifiers, see the Vertex Weight Edit modifier page.
Ejemplo
This example shows the usage of distance from a target object to dynamically control a Wave modifier with a modified vertex group:
The blend-file, TEST_1 scene.