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Darkside 101 posts
I was wondering if there is a way to paint weights to geometry, so that i could move a weighted mass of poly's with a controller? I hope that made sense lol.
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Claymation 600 posts
You mean like soft modification or clusters? You can just select the vertices you want affected, then create a cluster. You can paint the weights of the cluster to make the transition more or less smooth.
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Darkside 101 posts
yea i think that's what i was talking about, i'll have to give it a try
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Global 1,589 posts
Yeah this is something that Maya is pretty good at - having deformers that can apply to whatever geometry you like. To answer prperly I think you'd need to expand a little on what it is you want to achieve - but, from what you said it seems like clusters are the way forward.
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Darkside 101 posts
The clusters didn't quite give me what i wanted. What i'm trying to do is make a controller that I can move to adjust the position of the breasts of my character to go according to the type of clothing she is wearing. I modeled from a nude reference, so they aren't in the position i need them to be in for the clothing i am making atm. If possible, i'd like to try and do it without blendshapes.
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Global 1,589 posts
I'd say, given the situation you've described, that clusters would work fine. I use clusters quite a lot for facial setups... where I'll have a point that controls a small area of the face (so I can tweak a mouth shape or an eyelid shape) And the clusters will happily work over the top of any blendshape or other deformations.
It may be that you need to play around with the clusters attributes, inherit transforms etc... or chage the deformation order (in the geometry's 'list of inputs' you may need to change things so that the cluster gets evaluated before the skinning node)
But yeah... I wouldn't go for blend shapes in this situation. Clusters or joints (joints would be useful if you want to set up dynamics) or maybe even some influence objects as geometry (where you can use a nurbs or poly object as influence and sculpt in changes - cool, but it can make the scene pretty processor heavy)
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Darkside 101 posts
ah alright, I thought it might have been that I just sucked at painting the weights, though I couldn't get the desired results even after redoing the painting over and over for like an hour and a half. I'll play with the cluster controls that you mentioned and see if it works out

thanks.
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Global 1,589 posts
hey man... one of the things about clusters is the real simplicity of weight painting. When you paint weights of joints you have to consider the thing as a whole (adding weight here will take weight away there etc etc.) but with clusters you can be a bit more 'slap happy', a bit more free with the weights because it generally won't affect anything else.
I'm really free with using 'smooth' and just hitting the 'flood' button when I paint cluster weights. I also don't worry too much about what vertices are in the cluster when I create it. ie. if you happen to select some cv's on the left breast when you are setting up the cluster on the right it really doesn't matter as you can just paint them out. (Better that way than than having to add in cv's that you missed later on)
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Darkside 101 posts
alright i got some pretty good results after a little messing around, thanks for the advice.