STEP 2: Set the Perspective View to the Weight Shade display mode. If Symmetry Mode is still on from the previous tutorial, turn it off now.
STEP 3: Deselect everything. Select the entire left sleeve. Use Map > General > Set Vertex Map Value to assign these points values of 100% on the pre-existing "Left Arm" weight map. (Figure 1)
Note: "Left Arm" does not have to be the current weight map for you to assign points to it with Set Vertex Map Value. Set Vertex Map Value has its own drop-down list, from which you can select the map name that you want to assign the selected points. This drop-down list defaults to the map currently being displayed. If you want a visual representation of what you have just done in Step 3, however, you must make "Left Arm" the current weight map in order to see if...well...if that left sleeve "turned orange" or not.
STEP 4: Deselect everything. Select the entire right sleeve.
Use Set Vertex Map Value to assign these points values of 100% on the "Right
Arm" weight map. (Figure
2)
Figure 2 |
Figure 3 |
STEP 5: Deselect everything. Select the polygons that form the collar. Use Set Vertex Map Value to assign these points values of 100% on the "Torso" weight map. (Figure 3)
Note: Just as on the body, "Torso" has dibs on the collar of the neck. This way, the clavicle bones can't make the points of the neck or collar rotate inwards. Speaking of which...
STEP 6: Deselect everything. Select the polygons that form the
left shoulder, bordering the outside edge of the collar and the inside
edge of the arm, as shown in Figure
4. Assign these points values of 100% on the "Left Clavicle"
weight map.
nitial Value of 100.0%, and click on "OK." It should look like
Figure
4.
Figure 4 |
Figure 5 |
STEP 7: Deselect everything. Select the polygons that form the right shoulder, as shown in Figure 5. Assign these points values of 100% on the "Right Clavicle" weight map.
STEP 8: That's it for weight mapping the tunic. Save this object as torso23.lwo.