I want to add an influence object (back of knee) to a polygonal mesh that is smoothly bound to 74 joints. What I would like to be able to do is to either (1) apply the Add Influence procedure selectively to the vertices around the knee joint (and nowhere else) or, alternatively, (2) lock/hold the weights on all the joints except for the knee joint and the thigh joint and then execute the Add Influence procedure with the entire mesh.
I haven't seen wheter (1) is allowed by MEL. When I implemented (2), I find that some vertices in the mid and upper body are suddenly being influenced by the new objects around the knee. Other vertices in the same area are not being influenced by the knee influence objects. I have found no particular rhyme or reason for this.
It looks as if MEL may be buggy with its Add Influence procedure, especially where weight locking is involved. Perhaps someone knows of a reasonable work-around to this dilemma (other than painting weights manually).
QUOTE(cimmereo @ 02/23/06, 07:32 AM) [snapback]229080[/snapback] I haven't seen wheter (1) is allowed by MEL. When I implemented (2), I find that some vertices in the mid and upper body are suddenly being influenced by the new objects around the knee. Other vertices in the same area are not being influenced by the knee influence objects. I have found no particular rhyme or reason for this.
is it possible those verts have less then 1 ast heir total weight, or are for some reason ever so slightly bound to the kneebone. Because it seems to be working ok here! try normalizing first and then make open component editor and take a look at those vers before bind!
read all the weights (you can do this with one getattr command, se the itereting verices post over how not to iterate), add the influence as in method 2, read all weights and set the weight array for everythibg except selected verts back to way they vere + influence 0.