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View Full Version : weight problem... how to locate weight-less points?



tyrot
09-04-2016, 10:25 PM
wavers... i have a model .. after exporting to unity .. unity says there are points which has no weight.

how to locate points without weight map? is there a plugin or workaround to find out those weightless points ?

Sensei
09-05-2016, 12:42 AM
Yes,
I made Show Unmapped Weights tool for this purpose
http://forums.newtek.com/showthread.php?150797-TrueArt-s-Show-Unmapped-Weights-v1-0-has-been-released

It's essential tool, similarly like Batch Baking Camera (http://batchbakingcamera.trueart.eu) and Global Materials (http://globalmaterials.trueart.eu), for somebody making games in the LightWave.

tyrot
09-05-2016, 01:36 AM
thanks sensei i will check

Ryan Roye
09-05-2016, 11:25 AM
You can also do this:

- Be in point selection mode
- In the selection tab, there's a button that says "Select by Map", select your weight map and hit "ok"

This will select all the vertex points that your weight map influences, including points with a 0% weight assignment.

jwiede
09-05-2016, 01:21 PM
You can also do this:

- Be in point selection mode
- In the selection tab, there's a button that says "Select by Map", select your weight map and hit "ok"

This will select all the vertex points that your weight map influences, including points with a 0% weight assignment.

I'm not seeing how this achieves the goal of efficiently identifying _just_ the points which have no weight value assigned. Can you please clarify?

Ryan Roye
09-05-2016, 02:05 PM
I'm not seeing how this achieves the goal of efficiently identifying _just_ the points which have no weight value assigned. Can you please clarify?

Invert the selection after performing those steps, you a left with all unassigned points being selected. This of course assumes that only 1 weight map is in question here. If you want to track this between dozens of weight maps being present a more specialized solution like what Sensei offers may be needed.

jwiede
09-05-2016, 02:13 PM
Invert the selection after performing those steps, you a left with all unassigned points being selected. This of course assumes that only 1 weight map is in question here. If you want to track this between dozens of weight maps being present a more specialized solution like what Sensei offers may be needed.

Ah, I see what you mean now, but it also seems like having only a single weight map involved would represent a fairly uncommon use case -- most characters would have a map per bone/joint, correct?

erikals
09-05-2016, 02:58 PM
not usually, 1 finger for example is often 1 weight map.

but it adds up.

Ryan can provide a better answer.   :)

spherical
09-05-2016, 03:02 PM
It depends upon the OP's intention. Is it "weightless" points, as stated in the thread title, or "mapless"points. If the former, it would appear that RR's solution doesn't apply.

erikals
09-05-2016, 03:25 PM
good question, here is weightless points >
(afaik)


https://www.youtube.com/watch?v=8ocoRQAOpac

tyrot
09-05-2016, 03:52 PM
thanks so much for guys... im hunting points

Thomas Leitner
09-06-2016, 06:35 AM
...This of course assumes that only 1 weight map is in question here....


With "Select by Map" you can add additional maps to your selection. Of course, if you have really many it becomes arduous.

ciao
Thomas

erikals
09-06-2016, 12:58 PM
related, might be of use >


https://www.youtube.com/watch?v=FUmuhtme5uQ

gamedesign1
09-06-2016, 03:01 PM
I just made this to see if I could.
It selects all points not assigned to any weight maps.

Please try it out and let me know if it works ok for you.

erikals
09-06-2016, 03:24 PM
Neat! http://erikalstad.com/backup/misc.php_files/king.gif


https://www.youtube.com/watch?v=k3FJ8XLaxG8&feature=youtu.be

tyrot
09-06-2016, 03:29 PM
link is not active i guess. can you check it ..

gamedesign1
09-06-2016, 03:33 PM
Neat! http://erikalstad.com/backup/misc.php_files/king.gif


https://www.youtube.com/watch?v=k3FJ8XLaxG8&feature=youtu.be

Got to find a way of speeding it up though :)

erikals
09-06-2016, 03:36 PM
myeah,... http://erikalstad.com/backup/misc.php_files/smile.gif

thing is, lwscript itself is quite slow, so not sure if much can be done. but hey, i have no clue. http://erikalstad.com/backup/misc.php_files/smile.gif my scripting knowledge is, 3%.

gamedesign1
09-06-2016, 03:44 PM
myeah,... http://erikalstad.com/backup/misc.php_files/smile.gif

thing is, lwscript itself is quite slow, so not sure if much can be done. but hey, i have no clue. http://erikalstad.com/backup/misc.php_files/smile.gif my scripting knowledge is, 3%.

I have managed to speed it up loads :)
Give it another try

erikals
09-06-2016, 04:01 PM
wow, hey, great!! http://erikalstad.com/backup/misc.php_files/047.gif


https://www.youtube.com/watch?v=s0VIyeQY7EE

you certainly script fast! http://erikalstad.com/backup/misc.php_files/smile.gif

gamedesign1
09-06-2016, 04:04 PM
That's great!! Thanks :)

Gungho3D
09-06-2016, 07:29 PM
Actually, I've had a weight problem as well. However, no amount of clever scripting is going to fix this issue ... although I believe dry crackers probably have close to zero weight mapped to them ;-)

tyrot
09-06-2016, 08:08 PM
dude awesome! thank you so much. !!!

gamedesign1
09-07-2016, 04:14 AM
dude awesome! thank you so much. !!!

No problem at all, let me know how you get on :)

tyrot
09-28-2016, 06:52 PM
mate .. thank you so much again for this plugin . IT works and saves my days !

prometheus
09-28-2016, 07:44 PM
I have managed to speed it up loads :)
Give it another try

Hmm..is it working for 32 bit, and 11.6? when I run it I got errors. (Line 57, invalid argument 3 type to eslpoint()

prometheus
09-28-2016, 08:06 PM
otherwise I use select by vmap and point mode..selection/by vertexmap value and pick the map weighted, then just invert it.
A one click button for both unweighted, and pick weighted would be great..might even be easy to modify script...but I didnīt get this script working in 11.6 32 bit.

When were at it with weights, since we can select points with above mentioned, just copy the points to background layer and use as fracture background points, that way you can paint in fracture areas, or use any weight map procedural or convert image to weightmap and use that for convert to point then fracture..so that is a way to cookie extract patterns or images to point clusters for the fracture tool.

gamedesign1
09-28-2016, 09:19 PM
mate .. thank you so much again for this plugin . IT works and saves my days !

You are very welcome, I am really happy I could help you out :)

gamedesign1
09-28-2016, 09:21 PM
Hmm..is it working for 32 bit, and 11.6? when I run it I got errors. (Line 57, invalid argument 3 type to eslpoint()

It's written for 2015. I hadn't tried it for older versions sorry

prometheus
09-28-2016, 09:31 PM
It's written for 2015. I hadn't tried it for older versions sorry

Thatīs ok..I will try it and see if that is the deal, I have 2015 installed as well, though they have broken the chamfer behaviour in a way I donīt like, and is generally a bit more unstable..thus I prefer to work in 11.6.2 or 11.6.3 when modeling is concerned.
I will try it and see if it does something faster than just use select by vertex map value and invert.

tyrot
09-28-2016, 10:24 PM
I use it in 11.6.3 .. .. works very very very cool!

prometheus
09-28-2016, 11:31 PM
I use it in 11.6.3 .. .. works very very very cool!

weird..not working here at all, just tried it in 2015.3..same error.
windows 7 32 bit...do not tell me this was a mac compilation?

prometheus
09-28-2016, 11:34 PM
You know what, I was airbrush painting in values, at 100% strength...that wasnīt working, when I then tried unweight select.
so I thought, maybe you guys just selected points and set itīs weight..so I did that..and voila, that works, but not airbrush painted ones..I wonder why that is..maybe a tolerance thing, maybe thereīs a fix for that.

gamedesign1
09-29-2016, 08:49 AM
You know what, I was airbrush painting in values, at 100% strength...that wasnīt working, when I then tried unweight select.
so I thought, maybe you guys just selected points and set itīs weight..so I did that..and voila, that works, but not airbrush painted ones..I wonder why that is..maybe a tolerance thing, maybe thereīs a fix for that.

That's interesting, I will have to look at that when I get a chance