Weights Menu

Reference

Mode

Edit Mode

Menu

Weights

This page covers many of the tools in the Weights menu.

Normalizar tudo

Reference

Mode

Edit Mode

Menu

Weights ‣ Normalize All

For each point, this tool makes sure that the sum of the weights across all vertex groups is equal to 1. It normalizes all of the vertex groups, except for locked groups, which keep their weight values untouched.

Bloquear ativo

Mantém os valores dos grupos ativos enquanto normaliza todos os outros.

Normalizar

Reference

Mode

Edit Mode

Menu

Weights ‣ Normalize

This tool only works on the active vertex group. All points keep their relative weights, but the entire set of weights is scaled up such that the highest weight value is 1.0.

Invert

Reference

Mode

Edit Mode

Menu

Weights ‣ Invert

Replaces each weight of the selected vertex group by × -1.0 weight.

Exemplos:

  • Original 1.0, convertidos para to 0.0

  • Original 0.5, permanecendo 0.5

  • Original 0.0, convertidos para 1.0

Subconjunto

Restrict the tool to a subset. See The Subset Option about how subsets are defined.

Adicionar pesos de influência

Adiciona vértices que não têm pesos de influência definidos antes da inversão (todos estes pesos serão definidos em 1.0).

Remover pesos de influência

Remove vertices from the vertex group if they are 0.0 after inverting.

Suavizar

Reference

Mode

Edit Mode

Menu

Weights ‣ Smooth

Smooths the weights of the active vertex group.

Generate Weights

Reference

Mode

Edit Mode

Menu

Weights ‣ Generate Weights

Generate automatic weight for armatures (requires an Armature modifier).

With Empty Group

When parenting it will create an empty vertex groups on the child objects (if they do not exist already) for and named after each deforming bone in the armature.

Usando pesos de influência automáticos

Works similar to With Empty Groups, but it will not leave the vertex groups empty. It calculates how much influence a particular bone would have on points based on the distance from those points to a particular bone («bone heat» algorithm). This influence will be assigned as weights in the vertex groups.