8

792 Chapter 8: Modifiers
Save/Load—
Allows you to save and load the
envelope position and shape, as well as the vertex
weights. If you load a saved file onto a different
system of bones, a
Load Envelopes dialog (page
1–795)
prompts you to match the incoming bones
to the current bones.
Update on mouse up—When on and the mouse
button is pressed down, no updates wi l l take place.
When the mouse button is released, updates wi ll
occur. This option helps keep workflow moving
quickly by avoiding unnecessary updates.
Fa st Updates—Tu r ns off v iew por t d isp lay of
weighted deformation and gizmos and uses rigid
deformation when not rendering.
Ignore B one S cale—Turn this option on to leave
a skinned mesh unaffected by a scaled bone.
Default=off.
Note: To scale a bone’s length, you first need to
turn off its Freeze Length option on the
Object
Proper t ies rollout (p age 1–391)
of the
Bone Tools
floater dialog (page 1–388)
.
Animatable EnvelopesToggles the possibility
of creating keys on all animatable env elope
parameters while in Auto Key. Default=off.
Note: This does not affect keyable tr ack settings.
Weight A ll Vert ices When on, forces all
vertices that are not under the control of an
envelope to be weighted to the bone closest to
them. Has no effect on vertices that are manually
weighted. Default=on.
Tip: Ifyouwanttorevertverticestotheiroriginal
weight value, click Reset Selected Verts (in the
Reset group) or open the
Weig ht Tabl e (p a ge
1–799)
, and change the Modified weight status
(M) of your selected vertices.
Remove Zero WeightsStrips a vertex from
itsweightifitisinferiortotheRemoveZero
Limit value. This helps making your skinned
model lighter (in games for instance) because less
unnecessary data is stored in the geometry. Als o
accessible from the Weight Table.
Remove Zero Limits—Sets the weig ht threshold
that determines if a vertex is stripped of its
weight when you click Remove Zero Weights.
Default=0.0.
Gizmos ro llout
Controls in the Gizmos rollout allow you to deform
the mesh according to the angle of the joint, and
to add gizmos to selected points on the object.
The rollout consists of a list box containing all the
gizmos for this modifier, a drop-down list of the
cur rent types of gizmos, and four buttons (Add,
Remove, Copy and Paste).
The workflow for adding a gizmo is to select the
vertices that you want to affect, select the bones
that will drive the deformation, and then click the
Add button.
There are three deformers available:
The Joint Angle deformer has a lattice that can
deform vertices on the parent and child bones.
The Bulge Angle deformer has a lattice that
onlyworksonverticesontheparentbone.
The Morph Angle deformer works on vertices
of the parent and child bones.