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818 Chapter 8: Modifiers
Prev iew Bone—
Highlights the target bone in red
in the viewports.
Prev iew V er tices—Displays the morphing-qualified
vertices in red in the viewports, as well as any
animation present in the source vertices.
Mirror PlaneThe axis for the mirror plane. The
plane is perpendicular to the indicated axis.
Default=X.
Mirror Offset—Thepositionforthemirrorplane
on the Mirror Plane axis. Default=0.0.
Mirror Threshold—The radius, in system units,
within which Skin Morph looks for a qualifying
target b one on the other side of the mirror plane.
Default=1.0.
Options rollout
B eginner M ode—When on, you must use the
Create Morph button to create a morph and the
Edit button to edit a morph.
When off, you can create and edit morphs on
the fly. In this mode, when you select and move
vertices at the Points sub-object level, the software
first determines whether a morph exists for the
selected bone at 100%; if so, all edits will go to that
morph. O therwise, the s oftware creates a new
morph automatically and applies the edits to that
morph.
Show Driver B one Matr ix—Show s the matrix tripod
of the current bone.
Show Morph B one Matrix—Shows the tripod of the
orientation of the active morph.
Show Current Angle—Shows pie wedges depicting
the angles between the driver bone matrix a nd the
morphbonematrix.Thesearecolorcoded:redfor
theangleabouttheXaxis;bluefortheangleabout
the Y axis; and green for the angle about the Z axis.
Show Edges—Highlights the edges connected to
morphable vertices in orange.
This is u seful when a tessellating modif ier such as
MeshSmooth is applied to the skinned mesh above
the Skin Morph modifier, to see the actua l mesh
being affected by Skin Morph.
Matrix Size—Thesizeofeachtripod.
Bone Size—Thesizeofthebonedisplay.
Sk in Wrap Modifier
Make a selection. > Modify panel > Modifier List >
Object-Space Modifiers > Sk in Wrap
The Skin Wrap modifier allows one or more objects
to deform another . While Skin Wrap is flexible
enough to serve a variety of needs, it’s primar i ly
intended for animating a high-resolution object,
such as a character mesh, with a low-resolution
one.
The low-resolution object doing the deforming
is called a control object,andthehigh-resolution
object it’s affecting (that is, the one with the Skin
Wrap modifier) is the base object.Abaseobject
can be any type of deformable object. Also, in
this topic, control vertex refers to a vertex on the