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On 03/06/2003 at 17:20, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
I'm dynamically creating vertex maps to be weight maps with bones and I'm getting puzzling results.
I create a blend zone by defining points on two different vertex maps and normalize the weights so that the sum of all weight map entries for any point is 1.0. Each bone's weight map is assigned at 100% via restriction tag.
If I don't overlap, and use only value 1.0, moving the root bone moves the entire model cleanly. With the overlapping weight maps, even though the weights add to 1.0, all the multi-mapped points are left streaming behind when the model is moved.
To keep things together, I have to set each point to 1.0 on at least one weight map.
Does anyone know how the rules on how C4D accumulates vertex weigths? I haven't been able to find any info on it.