Enveloping: Difference between revisions
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Tip:Don't confuse weightmaps with $weightlists.
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{{stub}} | [[category:Modeling]]{{stub}} | ||
[[Enveloping]] is the process of attaching a model's [[Mesh]] vertices to the appropriate [[Bone]]s in its [[Skeleton]]. When the skeleton articulates, the '''envelope''''s vertices will move with it, and the polygons will stretch or compress around joints. The [[Weightmap]] defines the relative amount of stretch for each vertex. | |||
{{tip|Don't confuse [[weightmap]]s with [[$weightlist]]s.}} | |||
==Guidelines== | ==Guidelines== | ||
* The envelope and weightmap data but be exported inside the [[reference.smd]] (where it is stored as "[[SMD file format|triangles]]" data). | |||
* For models without articulated skeletons (ie 1 bone) the SMD exporter will probably envelope your mesh automatically. | * For models without articulated skeletons (ie 1 bone) the SMD exporter will probably envelope your mesh automatically. | ||
==Tooltips== | ==Tooltips== | ||
* Enveloping in XSI | * Enveloping in XSI : see | ||
* Enveloping in 3DS | ** [[Rigging_your_Custom_Character#Understanding_XSI_envelopes_and_weights]] | ||
** [[XSI_Animation#Connecting_bones_to_"skin"]] | |||
** [[Model_Creation_Overview#Enveloping_the_mesh_to_your_skeleton]] | |||
** [[Weight_Map_Editing]] | |||
** [[Replacing_HL2DM_player_models_with_XSI_Mod_Tool]] | |||
** [[Character_Setup_Overview#Envelope_the_Character_Mesh_to_the_Skeleton]] | |||
** [[XSI_Beginner_Tutorial#Freeze]] (apparently both Freeze and FreezeM clear the weightmap) | |||
* Enveloping in 3DS : | |||
* Enveloping in Blender : | |||
* etc | * etc |
Revision as of 17:26, 30 April 2008
Enveloping is the process of attaching a model's Mesh vertices to the appropriate Bones in its Skeleton. When the skeleton articulates, the envelope's vertices will move with it, and the polygons will stretch or compress around joints. The Weightmap defines the relative amount of stretch for each vertex.

Guidelines
- The envelope and weightmap data but be exported inside the reference.smd (where it is stored as "triangles" data).
- For models without articulated skeletons (ie 1 bone) the SMD exporter will probably envelope your mesh automatically.
Tooltips
- Enveloping in XSI : see
- Rigging_your_Custom_Character#Understanding_XSI_envelopes_and_weights
- XSI_Animation#Connecting_bones_to_"skin"
- Model_Creation_Overview#Enveloping_the_mesh_to_your_skeleton
- Weight_Map_Editing
- Replacing_HL2DM_player_models_with_XSI_Mod_Tool
- Character_Setup_Overview#Envelope_the_Character_Mesh_to_the_Skeleton
- XSI_Beginner_Tutorial#Freeze (apparently both Freeze and FreezeM clear the weightmap)
- Enveloping in 3DS :
- Enveloping in Blender :
- etc