9

Skin Modifier 801
Advanced Paramete rs rollout
Always Deform—A toggle useful for editing the
transformation relationship between bones
and the controlled points. This relationship is
initially set when Skin is applied. To change
the relationship the user can deactivate Always
Deform, move the object or the bones and
reactivate. The new transformation relationship is
now used.
Ref. FrameSetstheframewherethebonesand
the mesh are in a reference position.
Normally this is frame 0. Start your animation at
frame 1 or later if frame 0 is the reference frame.
If bones need to b e adjusted relative to the mesh,
movethetimeslidertoframe0;turnoffAlways
Deform, move the bones in t o the correct position
and tur n on Always Deform.
Back Transform VerticesAllows you to link the
meshtothebonestructure.Ordinarily,whenyou
do this, an y mov ement of the bones causes the
mesh to move twice a s far as it should, b ecause
it moves once with the bones and once with the
link.Checkingthisoptionpreventsthemeshfrom
moving twice under these circumstances.
Rigid Ver tices (All)—Causes vertices to have
assignments to only one bone as if weighted 100%
tothebonewhoseenvelopehasthemostinfluence.
Vertices will not have weight distr ibuted over more
than one bone and the deformation of the skinned
object is rigid. This is mainly used for games that
do not support weighted point transformation.
Rigid Patch Ha ndles (All)—On a patch model, forces
patch handle weights to equal the knots weights.
Bone Affect Limit—Limits the number of b ones
that can affect one ver tex.
Reset group
R eset S elected V er t s—Resets the weight of
selected vertices to the envelope defaults. After
manually changing vertex weight, u se this to reset
weights if necessar y.
R eset Sel ected B one—Resets associated vertex
weights back to the original weights calculated for
the selected bone’s envelope.
Reset All B ones—Resets all vertex weights
back to the original weights c alculated for all
bone’s envelopes.