Use layers!¶
Any non-trivial rig has multiple logical parts - arms, legs, palms, feet, a head or two - these all most often use different sets of influences, and when having finished with some area, you want to keep that intact. Previously you probably used influence locking; that's not needed anymore as layers let you work more efficiently. Layer "upper arm" can only have influences for bendy arm section, "torso" - spine and hip influences, and you can be sure that when you edit "head" layer, previous two will stay as they are.
Use vertex selections¶
NgSkinTools respects your vertex selection and work well with both regular and smooth vertex selections, so you can limit effects of any function by selecting just the area you want to edit. Sometimes it's faster to select a group of vertices and flood-smooth those instead of grooming with a brush.
Get familiar with other helper functions¶
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Relax provides more ways to smooth weights, you'll prefer this one for dense meshes instead of smooth-flooding. It also can smooth across mesh boundaries, when you have to deal with thin double-sided or disconnected surfaces.
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Assign Weights - From Closest Joint - a handy tool when dealing with spines, tails, and other areas where you have a chain of joints. Create a separate layer, select your influences in influence list, and click
Assign
. Each vertex will be weighted with value 1.0 to the joint it is closest to. Flood-smooth or Relax the layer to your liking, paint layer mask, and you're immediately done with like 10 joints in no time. -
Assign Weights - Unify Weights - use this one to make deformation appear more rigid for selected areas of the mesh. The function calculates average weighting for all selected vertices, and then applies that result to those vertices. That is done separately for each shell in the mesh.