Auto Weight
Auto Weight
Auto Weight
Autoweight v.1.00
Users Manual
kogen
05.11.2013
CONTENT
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
1. WHY AUTOWEIGHT
Autoweight (Automatic Weighting) is a Max Script that was designed to make skinning more comfortable and
faster than it comes with Basic 3DS Max.
Please note that Autoweight comes to you as a two version script. On one side there is Autoweight Lite
which holds the very basic functionality. On the other side there is Autoweight which holds all features of the
software. Autoweight Lite can be used freely. Autoweight is available for 39.95 $ on
http://www.kogenspage.com. At the end of its trial version, Autoweight becomes Autoweight Lite.
4. ACTIVATING AUTOWEIGHT
After having Autoweight installed to your 3DS Max Folder, you can find it under Kogen Tools in the
Customize-menu of 3DS Max (Image 1). Please note that the category has changed compared to prior
versions!
When using Autoweight the first time, a new dialog pops up (Image 2) asking you to activate the software.
Activation is totally free. Please note that without activating the full version of Autoweight is not activated
either. Functions belonging to the full version will not be unlocked. If you only want to use Autoweight-Lite
deinstall Autoweight and reinstall only Autoweight-Lite unchecking Autoweight Trial in the install dialog.
After activating the software you can continue using the trial for 5 days. If you want to buy Autoweight click the
Purchase button, to order your personal license code and unlock the software (Image 3). After ending the
trial period Autoweight will lock all its non Autoweight-Lite functionalities again. You can always uninstall the
software and switch to Autoweight Lite to not being bothered by the licensing system again.
5. UNINSTALLING AUTOWEIGHT
If you want to unsinstall Autoweight, go to your 3DS Max Root Directory (e.g.: C:\Program
Files\Autodesk\3DSMax 2013) and run AutoweightUninstall.exe. This will delete all program components of
Autoweight.
6. AUTOWEIGHTS UI EXPLAINED
Import and Export
Image
Name
Description
Import
Allows the user to import Autoweight-data from a file to use formerly set-up
regions. The file is a binary file (AutoWeight-Binary, AWB) storing region colors.
(This feature is not supported by Autoweight Lite)
Export
Allows the user to export Autoweight-data to a file to use defined regions lateron. The file is a binary file (AutoWeight-Binary, AWB).
Threshold
Sets the color threshold that combines colors together. The higher the
threshold the more colors will be merged to a region. Normally 1 is enough to
get the same result that was exported.
Set
functionality works like exporting all regions and importing them immediately).
(This feature is not supported by Autoweight Lite)
-
Bone,
Element
Colors regions automatically based upon the closest bone to the 3D object or
individual elements of the 3D object.
Get
Mirror
Mirror
Mirrors the selected region(s) along the /+X, -/+Y or -/+Z direction.
Select all vertices of those regions you want to become mirrored on the other
side, make sure youve checked the right Mirroring Direction and click the
button. If youre experiencing imprecise results, try selecting and mirroring each
region separately or raising the Mirror Threshold.
(This feature is not supported by Autoweight Lite)
X=>-X, Y=>-Y,
Z=>-Z, -X=>X, Y=>Y, -Z=>Z
Mirroring direction. Mirrors selected regions from one side e.g. X to the other
side e.g. X
Threshold
Mirroring precision, the higher this value is the more tolerant the mirroring
algorithm will be with vertices on the other side.
If you encounter problems by having an imprecise mirroring result set this value
higher and mirror again.
Add Skin
Adds a skin modifier using the bones and regions from Regions-listbox and
the transition value and the transition From, To and Dec values.
Erase
Clears all stored colors and makes the 3D object one single region.
Select EPoly
Object
Set the editable poly object for which the skin shall be created.
Rightclick on the pickbutton, to clear the object from the button.
Get
Hierarchy
Allows the user to define a root object and use its complete child-hierarchy as a
bone-structure. Only these bones will be used for the region calculation then.
Rightclick on the pickbutton, to clear the object from the button.
Auto-Find
Bones
Uses the closest bone for the specific region and stores it in the listbox, visible
and changeable to the user. (This feature is not supported by Autoweight Lite)
If it is unchecked only the region is stored in the listbox.
Up / Down
Moves one or more bones from the selected region in the listbox to the upper /
lower region.
Trans
Sets the transition value for one or more selected regions in the listbox. Select
no regions and the transition value is set globally for all regions.
From
Sets the start value for the decline of the transition falloff. Select no regions and
the transition value is set globally for all regions.
To
Sets the end value for the decline of the transition falloff. Select no regions and
the transition value is set globally for all regions.
Dec
Decline function, at the moment linear decline is the only available method of
the falloff of the transitions.
Normal View
Mode
Vertex Color
View Mode
Sets the picked object into vertex color view mode. Defined regions can be
viewed in a colored scheme here.
Influence
View mode
The strength and the maximal influence of one or more selected regions can be
seen in this mode. The right influence of a region might be just seen when the
spinner Trans, From or To is changed.
Remove
Removes one or more bones from the selected region(s) in the listbox.
Pick
Lets the user pick a specific bone for the selected region in the listbox. If no
custom hierarchy is provided it is only possible to select bones (normal, CAT,
Biped). If a custom hierarchy is provided by the Get Hierachy button it is
possible to select any object.