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Reading Weights from Image Maps
Vertex image maps can be used when you'd rather use an external application to paint the weights for each vertex, as if you were texturing the object. Note that to use image maps, the mesh must have existing UV coordinates. Basic SynthEyes objects already have UV coordinates; you must be sure any imported object does as well.
Vertex image maps are loaded via the Vtx Maps button on the GeoH panel. With a GeoH object selected, clicking it brings up a control dialog:
The basic operation is to set the file name, select the channel, then click Import, which configures the vertices according to the image map. You must reopen and re- Import if you change the image map.
The "Use this channel from map" control does what it says, with 0-255 of that channel corresponding to 0-100% weights. You can use the same map file for multiple objects if that simplifies your painting, ie red for one object, green for another, blue for another (or even use alpha).
If you're not sure of the UV coordinates, you can use the Unwrap button to write an unwrapped version of the mesh, showing the facets, and you can paint over top of that. (Again, the mesh must have UV coordinates to be unwrapped or painted!)
Tip: Use the Unwrap function once you've completed setting up a hierarchy, to check the layering of the various sibling and child objects, for example to make sure you haven't missed any vertices.
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