使用顶点组

骨骼顶点组

这是权重绘制的主要功能。当骨骼移动时,关节顶点也应移动一部分,来模拟关节皮肤的拉伸。在关节顶点处使用 “轻” 权重(10 - 40%)绘制来使其在骨骼移动时进行轻微移动。虽然可以给骨架自动分配权重(参考 蒙皮 ),你也可以手动分配。要从头开始执行此操作,请参考以下过程。要修改自动分配的权重,请跳到中间过程:

  1. 创建骨架。

  2. 创建骨架移动时的形变网格。

  3. With the mesh selected, create an Armature modifier for your mesh (located in the Properties, Modifiers tab). Enter the name of the armature.

修改自动分配权重从此处开始。

  1. Select the armature in 3D Viewport, and bring the armature to Pose Mode with Ctrl-Tab, or the 3D Viewport header mode selector.

  2. 在骨架中选择目标骨骼。

  3. Select your mesh with LMB and change immediately to Weight Paint Mode. The mesh will be colored according to the weight (degree) that the selected bone movement affects the mesh. Initially, it will be all blue (no effect).

  4. 绘制心脏的权重。骨骼周围的网格应为红色(通常),随着离骨骼距离变远逐渐根据彩虹色谱淡出到蓝色。

当您选择骨架的某个骨骼(保持在 姿势模式 )时,它将激活相应的顶点组并显示相关的权重。在此模式下,一次只能选择一个骨骼(因此 Shift-LMB 单击不起作用)。

Tip

If the mesh skins the bones, you will not be able to see the bones because the mesh is painted. If so, turn on X-Ray view (Properties ‣ Armature tab).

如果在网格上绘制,则会为骨骼创建一组顶点。如果在顶点组之外绘制,被绘制的顶点自动加入到顶点组。

对于对称网格和对称骨架,可以使用 X镜像 选项。会自动生成镜像组的镜像权重。

Tip

选择变形组

为变形骨骼(在骨架中)进行权重绘制时,可以通过选择相应的骨骼来选择变形组。但是,当选择遮罩处于活动状态时,此顶点组选择模式会被禁用!

粒子顶点组

../../_images/sculpt-paint_weight-paint_usage_particles.png

粒子散射的权重绘制。

In example faces or vertices with zero weight generate no particles. A weight of 0.1 will result in 10% of the amounts of particles. This option "conserves" the total indicated number of particles, adjusting the distributions so that the proper weights are achieved while using the actual number of particles called for. Use this to make portions of your mesh hairier than others by weight painting a vertex group, and then calling out the name of the vertex group in the Vertex Groups panel Properties ‣ Particles tab.