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arma2:modeling:weighting_tutorial [2017-01-15 06:22]
snakeman updated and moved images to PMC server.
arma2:modeling:weighting_tutorial [2017-10-06 19:03] (current)
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 Anyway, I think its time for pictures. That little window that appeared when you select "Paint Vertices"​ has a couple different sliders on it each with a slightly different purpose. I'll go through each below. Anyway, I think its time for pictures. That little window that appeared when you select "Paint Vertices"​ has a couple different sliders on it each with a slightly different purpose. I'll go through each below.
  
-{{ http://​pmc.editing.wiki/​images/​Weighting_overview_weightbox.jpg }}+{{ https://​pmc.editing.wiki/​images/​Weighting_overview_weightbox.jpg }}
  
 Weight: I guess the most important one, this changes how much the vertices you paint are affected by the selection you add them to. The more red the color the more heavily affected the points will be. And the more blue the color, the less affected points will be by the selection they are added to. As a practical example, if I added something to the "​LeftArm"​ selection with all the points being red, then in game they will move much more when the arm goes up or down. If those points were blue, then they would move far less as the arm goes up and down. Weight: I guess the most important one, this changes how much the vertices you paint are affected by the selection you add them to. The more red the color the more heavily affected the points will be. And the more blue the color, the less affected points will be by the selection they are added to. As a practical example, if I added something to the "​LeftArm"​ selection with all the points being red, then in game they will move much more when the arm goes up or down. If those points were blue, then they would move far less as the arm goes up and down.
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 Smooth Area Size: This adds a second circle outside of the first one, using this will add an area that gets weighted less than the area inside the first circle. It creates a gradually decreasing weighted effect. This can be useful for areas like arms and legs where one part is heavily defined by a selection and the area around it is less affected by it. Smooth Area Size: This adds a second circle outside of the first one, using this will add an area that gets weighted less than the area inside the first circle. It creates a gradually decreasing weighted effect. This can be useful for areas like arms and legs where one part is heavily defined by a selection and the area around it is less affected by it.
  
-{{ http://​pmc.editing.wiki/​images/​Weighting_overview_smoothhard.jpg }}+{{ https://​pmc.editing.wiki/​images/​Weighting_overview_smoothhard.jpg }}
  
 As you can see on the picture, the left side has had the Smooth Area Size slider over to the right which has meant the outer points are less heavily weighted. The picture on the right has not used the Smooth Area Size at all. As you can see on the picture, the left side has had the Smooth Area Size slider over to the right which has meant the outer points are less heavily weighted. The picture on the right has not used the Smooth Area Size at all.
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 What I do is open up my model and copy over a bis sample infantry model (without any extra proxies). I then move it to the right or left of my model so I can see both together. Its probably good to make a selection called something like "All BIS Sample"​. So with the BIS sample completely selected, right click in the selection window and choose the "​new"​ option. Then name it what you want. Doing this makes it easier to delete the sample model when you no longer need it as reference. What I do is open up my model and copy over a bis sample infantry model (without any extra proxies). I then move it to the right or left of my model so I can see both together. Its probably good to make a selection called something like "All BIS Sample"​. So with the BIS sample completely selected, right click in the selection window and choose the "​new"​ option. Then name it what you want. Doing this makes it easier to delete the sample model when you no longer need it as reference.
  
-{{ http://​pmc.editing.wiki/​images/​Weighting_overview_newselection.jpg }}+{{ https://​pmc.editing.wiki/​images/​Weighting_overview_newselection.jpg }}
  
 Hopefully what you have now is your own model, and the BIS sample you are going to be using as reference next to it like in this picture below, my model is on the left, and the sample is the ARMA 1 US soldier on the right. As you can also see I can compare how the "​LeftArm"​ selection looks on the reference, and on my model. Unfortunately I can't tell you "​how"​ to weight the arm as it is very much a case of painting on a colour similar to the reference and then testing to see what changes are needed. ​ Hopefully what you have now is your own model, and the BIS sample you are going to be using as reference next to it like in this picture below, my model is on the left, and the sample is the ARMA 1 US soldier on the right. As you can also see I can compare how the "​LeftArm"​ selection looks on the reference, and on my model. Unfortunately I can't tell you "​how"​ to weight the arm as it is very much a case of painting on a colour similar to the reference and then testing to see what changes are needed. ​
  
-{{ http://​pmc.editing.wiki/​images/​Weighting_overview_ref.jpg }}+{{ https://​pmc.editing.wiki/​images/​Weighting_overview_ref.jpg }}
  
 Once you have painted an area and you want to add it to a selection you can either do what was shown above (right click then select "​new"​ and then name it) or if you want to add it to a selection you already have you can right click in the selections window and create a new selection, call it something like "​LeftArmAdd"​. Then while holding CTRL on your keyboard, select "​LeftArm"​ so that both selections are highlighted. Now you can right click on "​LeftArm"​ and select "​Redefine"​ from the options: Once you have painted an area and you want to add it to a selection you can either do what was shown above (right click then select "​new"​ and then name it) or if you want to add it to a selection you already have you can right click in the selections window and create a new selection, call it something like "​LeftArmAdd"​. Then while holding CTRL on your keyboard, select "​LeftArm"​ so that both selections are highlighted. Now you can right click on "​LeftArm"​ and select "​Redefine"​ from the options:
  
-{{ http://​pmc.editing.wiki/​images/​Weighting_overview_leftarmadd.jpg }}+{{ https://​pmc.editing.wiki/​images/​Weighting_overview_leftarmadd.jpg }}
  
 For weighting pouches, you probably don't need a reference model to the side of your own model. Instead what you can do is weight it before you place it in position on your model. So, like in the picture below, I have picked the selection which is closest to where I want my new pouch to go on my model. In this case it is "​Spine3",​ you can go through the selections clicking on each one until you find one that is approximately in the same position as where you pouch will go. Once you have found one, find a color on the "​weight"​ slider that is closest to the area where your pouch will be. Generally I find that it is a good idea to paint ALL of a pouch one weight, otherwise you can end up with the pouch twisting as different parts of it are being affected more, or less by a selection. That's not to say you can't have a pouch defined to "​Spine3"​ and "​Spine2",​ just its a good idea to make sure the WHOLE pouch is defined to both.  For weighting pouches, you probably don't need a reference model to the side of your own model. Instead what you can do is weight it before you place it in position on your model. So, like in the picture below, I have picked the selection which is closest to where I want my new pouch to go on my model. In this case it is "​Spine3",​ you can go through the selections clicking on each one until you find one that is approximately in the same position as where you pouch will go. Once you have found one, find a color on the "​weight"​ slider that is closest to the area where your pouch will be. Generally I find that it is a good idea to paint ALL of a pouch one weight, otherwise you can end up with the pouch twisting as different parts of it are being affected more, or less by a selection. That's not to say you can't have a pouch defined to "​Spine3"​ and "​Spine2",​ just its a good idea to make sure the WHOLE pouch is defined to both. 
  
-{{ http://​pmc.editing.wiki/​images/​Weighting_overview_pouch.jpg }}+{{ https://​pmc.editing.wiki/​images/​Weighting_overview_pouch.jpg }}
  
 Now to add the pouch to the selection (Spine3), you can right click on "​Spine3"​ in the selection window and click "​redefine"​. Make sure that you still have the original points from Spine3 selected or you will lose the weighting originally defined by the selection. If you are in doubt, create a new selection and combine the two as I explained above. Just a quick note, sometimes you may want to weight two parts of one pouch differently so it does twist or bend when the model'​s body moves, this can be useful for very long pouches. Normally you can work out whether you will need to do this if you imagine the pouch on yourself, if you think it would bend then it might be worth weighting different parts different weights. Now to add the pouch to the selection (Spine3), you can right click on "​Spine3"​ in the selection window and click "​redefine"​. Make sure that you still have the original points from Spine3 selected or you will lose the weighting originally defined by the selection. If you are in doubt, create a new selection and combine the two as I explained above. Just a quick note, sometimes you may want to weight two parts of one pouch differently so it does twist or bend when the model'​s body moves, this can be useful for very long pouches. Normally you can work out whether you will need to do this if you imagine the pouch on yourself, if you think it would bend then it might be worth weighting different parts different weights.
  
 That's the main areas of actually weighting a model, like I said, it's not really possible to teach you how to weight each point you will need to weight. Its basically using other sample models as reference and a lot of trial and error. Might be worth having a mess around first just to get an idea of how the sliders affect everything and how that transfers when you click on your model and start painting. That's the main areas of actually weighting a model, like I said, it's not really possible to teach you how to weight each point you will need to weight. Its basically using other sample models as reference and a lot of trial and error. Might be worth having a mess around first just to get an idea of how the sliders affect everything and how that transfers when you click on your model and start painting.
arma2/modeling/weighting_tutorial.1484461338.txt.gz · Last modified: 2017-01-15 06:22 by snakeman