Enveloping: Difference between revisions
Jump to navigation
Jump to search
Tip:Don't confuse weightmaps with $weightlists.
No edit summary |
m (→Tooltips) |
||
Line 14: | Line 14: | ||
* Enveloping in XSI : see | * Enveloping in XSI : see | ||
** [[Rigging_your_Custom_Character#Understanding_XSI_envelopes_and_weights]] | ** [[Rigging_your_Custom_Character#Understanding_XSI_envelopes_and_weights]] | ||
** [[Rigging_your_Custom_Character#Enveloping]] | |||
** [[XSI_Animation#Connecting_bones_to_"skin"]] | ** [[XSI_Animation#Connecting_bones_to_"skin"]] | ||
** [[Model_Creation_Overview#Enveloping_the_mesh_to_your_skeleton]] | ** [[Model_Creation_Overview#Enveloping_the_mesh_to_your_skeleton]] |
Revision as of 17:40, 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
- Rigging_your_Custom_Character#Enveloping
- 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