9

802 Chapter 8: Modifiers
Save/Load—
Allows you to save and load the
envelope position and shape, as well as the vertex
weights. If you load a saved fi le onto a different
system of bones, you can use the Load Envelopes
dialog (page 1–805) to match the incoming bones
to the current bones.
Update on mous e up—When on and the mouse
button is pressed dow n, no updates t ake place.
When the mouse button is released, updates occur.
This option helps keep workflow moving quickly
by avoiding unnecessary updates.
Fa st Updates—Turns of f v iew por t display of
weighted deformation and gizmos and uses rigid
deformation when not rendering.
Ignore B one Scale—Turn this option on to leave
a skinned mesh unaffected by a scaled b one.
Default=off.
Note: To scale a bone’s length, you first need to
turn off its Freeze Length option on the Object
Properties rollout (page 1–414) of the Bone Tools
floater dialog (page 1–411).
Animatable Envelopes—Toggles the possibility
of creating keys on all animatable en v elope
parameters whi le Auto Key is active. Default=off.
Note: This does not affect keyable track sett ings.
Weigh t Al l Vertices When on, forces all vertices
thatarenotunderthecontrolofanenvelopeto
beweightedtotheboneclosesttothem. Has
no effect on vertices that are manually weighted.
Default=on.
Tip: Ifyouwanttorevertverticestotheiroriginal
weight va lue, click Reset Selected Verts (in the
Reset group) or open the Weight Table ( page
1–810), and change the Modified weight status
(M) of your selected vertices.
Remove Zero Weights—Strips a vertex from its
weight if it is less than the Remove Zero Limit
value. Thishelpsmakingyourskinnedmodel
lighter (in games for instance) because less
unnecessary data is stored in the geometry. Als o
accessible from the Weight Table.
Remove Zero Limi t—Sets the weig ht threshold that
determines if a vertex is str ipped of its weight w hen
you click Remove Zero Weights. Default=0.0.
Gizmos rollout
Controls in the Gizmos rollout allow you to deform
the mesh according to t he angle of the joint, and
to add gizmos to selected points on the object.
The rollout consists of a list box containing all the
gizmos for this modifier, a drop-down li st of the
cur rent types of gizmos, and four buttons (Add,
Remove, Copy and Paste).
The workflow for adding a gizmo is to select the
vertices that you want to affect, select the bones
that will drive the deformation, and then click the
Add button.
There are three deformers available:
The Joint Angle deformer has a lattice that can
deform vertices on the parent and child bones.
The Bulge Angle deformer has a lattice that
onlyworksonverticesontheparentbone.
The Morph Angle deformer works on vertices
of the parent and child bones.