Join George Maestri for an in-depth discussion in this video Mirroring weights, part of 3ds Max: Character Rigging.
At this point, hopefully, you've used all of your weighting tools to get a really good weight for one side of the character. In this case, I'm doing the left side. Now, once you have that, you can copy all of that work over to the other side and save yourself a lot of work. So, let's go ahead and use mirror mode to do just that. Now, I'm actually going to set a little key here for the left foot so we can see exactly how mirror mode helps us out.
So again, this foot I left alone and it's having the same tearing problem that the left foot originally had. So, let's go ahead and use mirror mode to copy our weights from one side of the character to the other. So, I am going to select my weight mode here. I'm going to turn off my weight tool. Let's go into our envelope. So, we're going to Edit Envelopes and scroll all the way to the bottom for Mirror Parameters. Now, all you have to do is select Mirror Mode. And notice how one half of the character shows up blue, the other half shows up green. Now, this will happen if you create your character along an axis, in this case, we're along the x-axis. So, you can select your Mirror Plane here, but again, we're in x-axis. We can set an offset for our mirror. Hopefully, everything's at zero so we don't have to do that, and then there's also a threshold. So, if a vertex is within this amount of its mirror, go ahead and consider it a mirror.
Now, all we have to do is just copy from one side to the other. Now, I've set up the left side or the blue side, so we're only concerned with copying blue to green. So, we have two ways of doing it. The first one is to paste on a bone-by-bone basis. The other is to paste on a vertex-by-vertex basis. They basically accomplish the same thing. I like using vertices, so I'm going to do that. So, I'm just going to paste blue to green in vertices. Everything lights up and hopefully it all works.
I'm going to go ahead and click off of that, and then let's just see how that right foot works. And you can see that now, all of the vertices have snapped, so it's inherited the weighting from the opposite side. Now once you have this, you should be able to have a pretty good weighting. Now, you may want to go through your character one more time and really fine tune the weights of your character. But now, you understand the process of weighting. And again it's just a lot of detail work. So, go ahead and make sure that your weighting is exactly the way that you want it, and we can move on
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls