Hash Fellow robcat2075 Posted February 14, 2011 Hash Fellow Share Posted February 14, 2011 In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov Quote Link to comment Share on other sites More sharing options...
Darthlister Posted October 16, 2012 Share Posted October 16, 2012 In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov Would this be a valid way to deal with the distinct surface twist (for instance, between arm and shoulder) when CPs are very close together? Rich Quote Link to comment Share on other sites More sharing options...
Fuchur Posted October 16, 2012 Share Posted October 16, 2012 In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov Since v17 you can also see the bones a CP is assigned too when activating the "Show Manipulator"-Button (the info-field next to the selection in modelling-mode). See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 16, 2012 Author Hash Fellow Share Posted October 16, 2012 In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something. Here's how to see it and change it: AssigningCPs.mov Would this be a valid way to deal with the distinct surface twist (for instance, between arm and shoulder) when CPs are very close together? Rich CP weighting? Yes. You would weight the CPs to progressively be weighted more to the shoulder or the arm Here is a comparison of CP weighting vs Fan Boning for that purpose http://www.hash.com/forums/index.php?showtopic=43850 Quote Link to comment Share on other sites More sharing options...
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