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Skin Modifier 791
Advanced Parameters rollout
Always Deform—A toggle useful for editing the
transformation relationship between bones
and the controlled points. This relationship is
initially set when Skin is applied. To change
the relationship the user can deactivate Always
Deform, move the object or the bones and
reactivate. The new transformation relationship is
now used.
Ref. Frame—Setstheframewherethebonesand
the mesh are in a reference position.
Normally this is frame 0. Start your animation at
frame 1 or later if frame 0 is the reference frame.
If bones need to be adjusted relative to the mesh,
movethetimeslidertoframe0;turnoffAlways
Deform, move the bones into the correct position
and turn on Always Deform.
Back Transform VerticesAllows you to link the
meshtothebonestructure.Ordinarily,whenyou
do this, any mov ement of the bones causes the
mesh to move twice as far as it should, because
it moves once with the bones and once with the
link.Checkingthisoptionpreventsthemeshfrom
moving tw ice under these circumstances.
Rigid Ver tices (All)—Causes vertices to have
assignments to only one bone as if weighted 100%
tothebonewhoseenvelopehasthemostinfluence.
Ver tices will not have weight d istributed over more
than one bone and the deformation of the skinned
object is rigid. This is main ly used for games that
do not support weighted point transformation.
Rigid Patch Handles (All)—On a patch model, forces
patch handle weights to equal the knots weights.
Bone Affect LimitLimits the number of bones
that can affect one vertex.
Reset group
R eset Sel ected V er ts Resets the weight of
selected vert ices to the envelope defaults. After
manually changi ng ver tex weig ht, use this to reset
weights if necessary.
R eset S elected B one—Resets associated vertex
weights back to the ori ginal weights calculated for
the selected bones envelope.
Reset All B ones—Resets all vertex weights
back to the or ig inal weights calculated for a ll
bone’s envelopes.