After modifying the Neutral Pose it’s not uncommon to want to modify skin weights.
The tool allows assembling a fully functional rig and mesh set which can then be used to perform any skin weight editing, as well as verify work with a full rig present in the scene. Care has been taken that the scene is set up to allow users to use Maya’s factory functionality, and extensions that might have been built or bought.
Multiple LODs require individual matching changes. This is a creative/technical exercise that can’t be trivially propagated from a single LOD’s edit.
We facilitate handling the LODs and scene population through the outliner, and saving the data to MetaHuman DNA respects the scene presence, so that edits can be staged.
The tools available, in order, are the following:
| Button | Function | Description |
|---|---|---|
Toggle active side | Master to target left to right or right to left. When subsequent tools have directionality, the direction the copy flows in is determined by the state of this button. | |
Mirror skin weights | Opens submenu of mesh options, options are predetermined based on available mappings. Mirror skin weights will look at symmetric vertices (based on index pairs, not on position), and matching joints (based on sided pairs) for the mesh option selected, then consider the selection in the scene (as a target) and attempt to symmetrize weights. If a subset of vertices are selected the operation will be limited to those alone. | |
Analyze skin weight symmetry | Opens a submenu of mesh options, options are predetermined based on available mappings. Analyze skin weight symmetry will consider the selection in the scene and the available mapping, then render a heatmap to color at vertices on the selected mesh. | |
Toggle Vertex Shading | Toggle Vertex Shading will configure the viewport and the selected mesh’s display options to display in the viewport the symmetry analysis performed by the command above. |
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Expression Poses Editing
Editing mode for expression poses.