weightmap brush tool, should the purple and orange respond to brush?
Mistara
Posts: 38,675
hullo,
i'se weightmapping an old figure from scratch
the polys dont change color to show which is painted or degree of weight?
i thought polys would like turn yellow or red?
watched the high heels for genesis 3 tutt to learn about the tool.
i'm basically trying to stop the mesh crumpling when the shoulder or thigh is rotated.
like the way the toes crumpled the strap pumps.
but i dont see any response on the polygons . brushing brushing
seeing 2 circles. in the tutorial the circle turned yellow. mine isn't.
i;ve managed to crashed ds (4.9) twice tonight.
caturday night, watched tutorials for hours tonight. learned not much lol
undet tool settings is a map list,
x rotation, etc
highlighting it doesnt show anything in the preview window.
is there something else in all these tools i should be activating ?
thanks!

Comments
oh i converted figure to generalweights, the orange is spreading and the purple is moving down
is that good for anti crumpling?
nope, not good. how do i bring the purple back?
if i suceed in a weightmap,
could i transfer the wm to the other mil3 folk?
they share the same uvs, they the same mesh?
Weight maps aren't images, they are lists (or weights) mapped to lists of vertices, so UVs aren't a factor. A weight map can't be copied to a different mesh, like a morph it is wholly dependent on the vertex count and order, but like a moprh it can be projected into a mesh that is similarly shaped - that's what the Transfer Utility does.
thanks richard.
theres nothing to transfer here. is starting from scratch.
importing poser cr2 brought in bulges and xyz rotation. 'removing' all of it is crashes ds after deleting a few >.<
tried searching utoob, finding mostly dforce tutts.
nothing on how to wm imported poser capsules figure.
or the old daz milleniuls, or mildragons, or gooses
You'd have to convert to weight mapping, Edit>Figure>Rigging, then edit the maps - legacy rigging is not weight mapped, it generates weights from the position of the vertex relative to certain control elements (angles and spheres)
its giving option to weight the verts, the edges, or the polys
which is best?
What is? Weights belong to vertices, thought you can select any mode
i want vert mode then?
would this make more sense with a glass of pinot noir?
if they'd come out with a face rigged dragon4 i wouldnt torture myself learning this weight painting stuff.
leave it to the professionals lol