SkinModifier USER'S GUIDE
Version 1.01
Copyright(C) 2001 Chikara Kojima
email: ckgf@hotmail.com
url: http://tokyo.cool.ne.jp/cgf/
Contents
Introduction
SkinModifier is advanced bone deformation tSX for trueSpace 4.x /
5.x.
I do not guarantee it at all to all the problems that occurred by using this software.
It is possible to use this software if you accept it.
Features
- It is possible to treat polyhedron/group/IK/etc. as the bone in addition to the standard
bone of trueSpace. Even the deformation by the magnify/reduction of the bone that was
impossible in a standard bone is possible.
- It is possible to set up 256 bone objects to one object.
- It is possible to adjust bone weight every vertex. The adjustment of the bone weight is
possible even after deformation.
- It is possible to mix with the vertex animation. It is possible to add a detailed
change. I recommend the concomitant use of "MultiMorph"(the multiple target
morphing tSX).
- The data of tSX is included in a scene file as key frames.
Reference
SkinModifier DialogBox
List
- The list of the skin object is displayed. As for the skin object that is not included to
the list, there is not the effect of tSX. Push the "Get scene" button and add
skin objects to the list.
-
- [On/Off]
- Change the tSX effect every skin object.
- [Edit]
- The dialog box that edits a skin object is open. In the case that the skin object of the
list is selected that is open.
- [Refresh]
- All the skin object in the listing are renewed.
-
- File menu
- Get scene
- All the skin object in the scenes are added to the list. In the case that skin object
has many vertex, processing time becomes big.
- Load
- Load data from a file. But, the data of the skin object in the scene is not renewed. Use
a file, in the case that "Get scene" is late.
- Save
- Save data to a file.
- Exit
- TSX is closed.
-
- Config menu
- Disable
- All the effects of tSX become ineffective.
- Frame Redraw
- When frame number changed, redraws a view. It does not influence the rendering, although
view is not displayed correctly in the case that does not redraw.
SkinModifierEditor DialogBox
[Pick]
- Acquires a current object. If the present object does not have the data of SkinModifier
the data is made.
-
- Vertex selection tools
- [Lasso]
- The lasso vertex selection tool is activated.
- [Rectangle]
- The rectangle vertex selection tool is activated.
- [Attached]
- The vertex that is influenced to the bone that was selected in the bone list is
selected.
- [Unattached]
- The vertex that there is not weight at all is selected.
- [not100]
- The vertex that the total of the weight is not 100 is selected.
- [sameWeight]
- The vertex of the same weight as the vertex that was selected in the "Target
vertices list" is selected.
- Add
- In "Lasso" "Rectangle", the selection is added.
- Intersect
- In "Lasso" "Rectangle", the selection is extracted.
- Subtract
- In "Lasso" "Rectangle", the selection is deleted.
-
- Target vertices list
- The adjustment of the weight is possible to the vertex in list.
- [Get vertices]
- Selected vertices is added to the list.
-
- Weight EditBox and SliderBar
- The weight to the selected bone in bone list of "target vertex" is adjusted.
- Selected vertex
- The weight is adjusted only the vertex that was selected with the target vertices list.
It influences all the weight adjustment other than "Weight auto adjust".
- All vertices
- The weight is adjusted all vertex in the target vertices list. It influences all the
weight adjustment other than "Weight auto adjust".
-
- Bones list
- It is the list of a bone and weight.
- [Add]
- A current object is added to the bone list. The object of the same name is not able to
add it. The bone object is grouped with a skin object.
- [Set]
- The original position of selected bone is set up.
- [Delete]
- The selected bone is deleted from list.
- [DeleteAll]
- All the bones are deleted from list.
- [Visible]
- All the bones are displayed.
- [Invisible]
- All the bones are hidden.
- [Refresh]
- The skin object is renewed.
-
- Function menu
Weight auto adjust
- The weight to the selected bones of all the target vertices
are adjusted automatically. The weight is adjusted by the distance between the center of
bone and vertex.
- Weight Min
- The weight value of the farthest vertex.
- Weight Max
- The weight value of the nearest vertex.
- Falloff
- The decrease method of weight value.
- [OK]
- Executes processing.
- [CANCEL]
- Processing is cancel.
-
Weight adjust
- The weight value to the selected bone of target vertex is increases or decreases.
- Value (-100...+100)
- Increase or decrease value.
- It does not make 0
- Weight minimum value after adjustment becomes 1.
- It does not make 100 or more
- Weight maximum value after adjustment becomes 100.
- [OK]
- Executes processing.
- [CANCEL]
- Processing is cancel.
-
- Weight total of 100
- The weight total value of the target vertex is adjusted to 100. The ratio of the weight
to each bone is held.
- Delete weight
- The weight to the selected bone of the target vertex is deleted.
-
- Set Skin-vertices
- The original position of the vertex of the skin object is set up.
-
- Config menu
- Automatic renewal
- When bone is moved the skin object is renewed.
- Deforms renewed bone only
- Only the vertex that is influenced to the bone that moved is renewed. The processing
time is shortened.
Tips
- Set up the total of weight value to 100 in usual bone deformation.
- Make a vertex animation for the polyhedron before bone deformation(invalidate the tSX
effect). However, need not to invalidate the tSX effect in the case that use
"MultiMorph".
- The explanation with regard to case that "A key frame was not
able to make it to a current object." message is displayed.
In the case that the polyhedron and skeleton are in a scene this message sometimes is
displayed.
Method that avoids it:
1. Attach polyhedron to skeleton by using the "Addition of skin to skeleton"
tool. (in trueSpace)
2. Click the "point editing" icon. (in trueSpace)
3. Select "Yes" from displayed dialog box. Then, the polyhedron and skeleton are
separated.
4. Take out polyhedron from group, because polyhedron is grouped with skeleton. (in
trueSpace)
5. Pick polyhedron with SkinModifier.