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678 Chapter 12: Animation
names that use wi ldcards. For example, searching
for "sphere*" finds all objects whose names star t
with "sphere".
Objects i n the Si mulation—To exc lude o b j e c t s f rom
the simulation (assuming Include is chosen), select
objects from the list on the r ight, then use the <
button to move them to the list on the left.
Exclude/In clud e—Choose w hether the simulation
will exclude or include the objects named in the list
on the right. If you choose Exclude, only objects in
thelistontheleftareincludedinthesimulation.
All/None/Inver t—Affect the list on the left. All
selects all objects, None deselects all objects, and
Invert selects unselected objects and deselects
selected objects.
Displ ay Subtr ee—Tur n on to indent t he list
according to the object hierarchy.
Case Sensitive—Turn on to us e case sensitiv ity
when searching for object names.
Select Subtree—Selects all objects in a hierarchy at
the level you click and below.
Selection Sets—Displays a list of n amed selection
sets. Choosing a selection set from this list selects
those objects in the Scene Objects list.
Cle ar—Clears all entries from the Exclude/Include
list on the right.
Sk in Utilities
Utilities pane l > More button > SkinUtilities
Skin Utilities provide a method for copying
skin data (envelopes and vertex weights) from
one model to another. Skin Utilities work by
embedding the skin data in a copy of the source
mesh, then using the object copy to map the data
onto the target mesh.
To use Skin Utilities, you must have two meshes to
which the
Skin modifier (page 1–781)
has been
applied, both in the cur rent scene. You must have
already assigned bones to the Skin modifier for
both meshes.
Note: Skin Utilities work by matching bones from
one character to another, so the task of copying
theskindatawillbegreatlysimplifiedifyouname
the bones in each mesh with similar naming
conventions.
Procedure
To use Skin Utilities:
1.
Load a scene that contains two skinned meshes,
onefromwhichyouwanttoextracttheskin
data, the other to w hich you want to paste it.
2. Selectthesourcemesh,themeshwiththe
correct envelopes and vertex weights.
3. Choose Ut ilities panel > More button > Skin
Utilities.
4. Click Extract Skin Data to Mesh.
A new object is created, identical to the
selected object. This is a new mesh with a l l
envelope-assigned and manually-assigned
vertex weights “baked” into the mesh. The
object is named with the prefix
SkinData_
followed by the same name as the orig inal
object.
5. Movetheskindatameshontopofthemeshto
which you would like to p aste the skin data, so
thetwomeshesarecoincident.
6. If necessar y, adjust the skin data object at the
Vertexsub-objectleveltomakeitfittheother
mesh as closely a s possible.
7. Select both the skin data object, and the object
to which you want to paste the data.
8. Click Import Skin Data From Mesh.
The Paste Skin Data dialog appears.