{"id":500,"date":"2015-10-13T08:19:40","date_gmt":"2015-10-13T08:19:40","guid":{"rendered":"http:\/\/avastar.online\/?page_id=500"},"modified":"2022-03-03T14:05:56","modified_gmt":"2022-03-03T14:05:56","slug":"weight-copy","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/292\/help\/n-panel\/avastar\/weight-copy\/","title":{"rendered":"Weight Copy"},"content":{"rendered":"<div class=\"row-fluid\">\n<div class=\"rhcol span11\">\n<h2><image src=\"\/avastar\/292\/wp-content\/uploads\/2019\/08\/approve_logo_280.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> Weight Copy<\/h2>\n<\/div>\n<div class=\"rhcol span1\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2021\/01\/map-weight-copy-mesh.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2021\/01\/map-weight-copy-mesh.png\" \/><\/a>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Glossary: Skinning<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><span style=\"color: #ff6600;\"><i>Skinning<\/i><\/span> is the process of creating an association between a Mesh (the Skin) and a Rig. More specifically in the <em>Skinning<\/em> process we define associations for each bone of the Rig&#8217;s <em><span style=\"color: #ff6600;\">Skeleton<\/span><\/em> to each vertex of a mesh. In practice, for a polygonal mesh character, each bone is associated only with a subset of the character&#8217;s vertices.<\/p>\n<p>Portions of the character&#8217;s skin can be influenced by 2 or more bones, where each vertex of the affected area gets an influence factor to each associated Bone. This factor is also called <em><span style=\"color: #ff6600;\">Vertex Weight<\/span><\/em>. Thus the influence of each bone on a specific Vertex is defined by its Vertex Weight.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>The process of Skinning includes:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Binding<\/span><\/em> the Character to the rig in a specific Pose (basically establishing an association between the Rig and the Mesh)<\/li>\n<li><span style=\"color: #ff6600;\"><em>Weighting<\/em><\/span> the Mesh to the Armature bones (create the Vertex Weights)<\/li>\n<\/ul>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> When binding a Mesh, then typically some form of automatic Skinning is applied as well to populate the mesh weight maps with initial data. Those initial weight maps are then optimized and tuned manually.<\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Weight Copy panel is only available for Custom meshes which are already bound to an Avastar Armature. This panel is used to create or replace weights for your meshes.<\/p>\n<p>The weight Copy panel is admittedly complex. However, once you understand the elements in the panel and how they interact, weight copy should no longer be a mystery for you.<\/p>\n<p><span style=\"color: #3366ff;\"><strong>Note<\/strong><\/span>: We offer more specific Weight Tools in the <a href=\"\/help\/toolshelf\/tools\/armature\/\">Armature Tool Box Panel<\/a>. Also Blender provides a set of basic weight related functions.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1249.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-7093 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1249.png\" alt=\"\" width=\"419\" height=\"526\" \/><\/a><\/div>\n<\/div>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'><strong>Important:<\/strong> Weight maps can only be reliably created for custom meshes. therefore the Weight map control section is not shown for the Avastar system Meshes.<\/div><\/div>\n<h3>A Gentle reminder<\/h3>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><span style=\"color: #ff6600;\"><strong>Avastar can not create perfect weights! <\/strong><\/span><br \/>\nEspecially when you try to copy weights from other meshes you have to refine the weights manually in almost every case. All that you can achieve is to get a starting point for your work. This may work nicely, or not.<\/div>\n<div class=\"span6 rhcol\"><span style=\"color: #ff6600;\"><strong>For Fitted Mesh: <\/strong><\/span><br \/>\nIf you are trying out the Fitted Mesh Weighting, then we recommend to avoid using the default Avatar weights. Please consider to use Automatic Weight from <em><span style=\"color: #ff6600;\">Bones<\/span> <\/em>instead. That gives better results in many cases. Blindly using the weights from the default Avatar never works!<\/div>\n<\/div>\n<\/div>\n<p>The example below shows 3 identical meshes: The left mesh is weighted to the classic mBones, the right mesh is weighted to the Collision Volumes (cBones) using the same weight values.<\/p>\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2014\/09\/sls-4-35.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-24554 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2014\/09\/sls-4-35.png\" alt=\"sls-4-35\" width=\"619\" height=\"339\" \/><\/a><\/p>\n<p>The character in the center gets the full treatment of mBone weights plus mesh deforms (shape keys). This character is equivalent to the default Avatar in SL using the same Gnome shape.<\/p>\n<p>For Fitted Mesh (Collision Volume Bone weighting) you can get much better results when you hand optimize the weights.<\/p>\n<h3>Operator Panel Properties<\/h3>\n<p>Depending on the chosen Strategy the operator Redo panel is setup with different extra options. Remind: The operator panel is always displayed after you have called the &#8220;Update Weights&#8221; function. The operator Redo panel pops up at the bottom of the Tool Shelf:<\/p>\n<h4>Facemap Generator:<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>This is a very special setup for an interactive face weight generation. This is only for creating weights for the Bento face bones!<\/p>\n<a href=\"\/help\/n-panel\/avastar\/weight-copy\/generic-face-maps\/\" class=\"symple-button large blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Face Map Generator &#8211; Details&#8230;<\/span><\/a>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1252.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-7096 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1252.png\" alt=\"\" width=\"419\" height=\"258\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1252.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1252-300x185.png 300w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Operator Redo Panel:<\/p>\n<p>Right after you clicked the <em>Update Weights<\/em> button, an Operator Redo Window opens up (in the Tool Shelf lower left corner) where you can specify parameters to optimize the weights for the selected bone collection. Please play with the settings to get an idea how the generator works<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1250.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-7094 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1250.png\" alt=\"\" width=\"419\" height=\"310\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1250.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1250-300x222.png 300w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Copy From Meshes:<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>This feature comes with the most complex panel. The Mapping allows to choose from several options hoe the weights from the sources are copied to the destination mesh, while the Following list of available Sources (meshes) allows to choose from which meshes the weights shall be transferred.<\/p>\n<p>There is no Operator Redo panel associated with this operator.<\/p>\n<a href=\"\/help\/n-panel\/avastar\/weight-copy\/meshes\/\" class=\"symple-button large blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Copy from meshes &#8211; Details&#8230;<\/span><\/a>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1249.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-7093\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1249.png\" alt=\"\" width=\"419\" height=\"526\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Automatic From Bones:<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Use Blender&#8217;s internal Weight generator by calculating the weights from the Bone configuration. This works remarkably well in most cases. However you often need some minor adjustments especially where the Custom Mesh shall behave similar to the underlying SL Avatar mesh (for tight clothes).<\/p>\n<a href=\"\/help\/n-panel\/avastar\/weight-copy\/from-bones\/\" class=\"symple-button large blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Automatic from Bones &#8211; Details&#8230;<\/span><\/a>\n<\/div>\n<div class=\"rhcol span5\">\n<p>\u00a0<a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1253.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-7097\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1253.png\" alt=\"\" width=\"419\" height=\"310\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1253.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1253-300x222.png 300w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Create Empty Groups:<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Checks all deform Bones for existing Weight Groups. Adds all missing Weight Groups as empty Groups.<\/p>\n<p>It is possible to specify exactly for which bones empty meshes have to be created. the basic boneset is either all selected bones, all visible bones or all enabled bones.z<\/p>\n<p>Furthermore the set can be filtered by bone groups. By default only bones from the SL Basis rig, the Hand Rig and the Face Rig are taken into account. the panel allows to change that.<\/p>\n<a href=\"\/help\/n-panel\/avastar\/weight-copy\/empty-groups\/\" class=\"symple-button large blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Create empty Groups &#8211; Details&#8230;<\/span><\/a>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1251.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-7095\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1251.png\" alt=\"\" width=\"419\" height=\"310\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1251.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/01\/Image1251-300x222.png 300w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Weight Copy The Weight Copy panel is only available for Custom meshes which are already bound to an Avastar Armature. This panel is used to create or replace weights for your meshes. The weight Copy panel is admittedly complex. However, once you understand the elements in the panel and how they interact, weight copy should [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":7093,"parent":3763,"menu_order":80,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-500","page","type-page","status-publish","has-post-thumbnail","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/500","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/comments?post=500"}],"version-history":[{"count":8,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/500\/revisions"}],"predecessor-version":[{"id":43498,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/500\/revisions\/43498"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/3763"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/media?parent=500"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/categories?post=500"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/tags?post=500"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}