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manual/modeling/modifiers/modify/vertex_weight.rst
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| Viewing Modified Weights | Viewing Modified Weights | ||||
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| You can view the modified weights in *Weight Paint* mode. This also implies that | You can view the modified weights in *Weight Paint mode*. This also implies that | ||||
| you'll have to disable the Vertex Weight modifiers if you want to see the original weights of | you'll have to disable the Vertex Weight modifiers if you want to see the original weights of | ||||
| the vertex group you are editing. | the vertex group you are editing. | ||||
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| #. Add a *Grid* mesh with **100×100** x/y subdivisions and a **5** BU Radius | #. Add a *Grid* mesh with **100×100** x/y subdivisions and a **5** BU Radius | ||||
| #. Switch to *Edit* mode (:kbd:`Tab`), and in the *Object Data* properties, *Vertex Groups* panel, | #. Switch to *Edit mode* (:kbd:`Tab`), and in the *Object Data* properties, *Vertex Groups* panel, | ||||
| add a vertex group. Assign to it all your mesh's vertices with ``1.0`` weight. | add a vertex group. Assign to it all your mesh's vertices with ``1.0`` weight. | ||||
| #. Go back to *Object* mode. Then, go to the *Modifiers* properties, and add a *Vertex Weight Proximity* modifier. | #. Go back to *Object mode*. Then, go to the *Modifiers* properties, and add a *Vertex Weight Proximity* modifier. | ||||
| Set the Distance mode to *Object*. Select your vertex group, and the target object you want (here I used the lamp). | Set the Distance mode to *Object*. Select your vertex group, and the target object you want (here I used the lamp). | ||||
| You will likely have to adjust the linear mapping of the weights produced by the | You will likely have to adjust the linear mapping of the weights produced by the | ||||
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| We're going to illustrate this with a *Displace* modifier. | We're going to illustrate this with a *Displace* modifier. | ||||
| Add a **10×10** BU **100×100** vertices grid, and in *Edit* mode, | Add a **10×10** BU **100×100** vertices grid, and in *Edit mode*, | ||||
| add to it a vertex group containing all of its vertices, as above. | add to it a vertex group containing all of its vertices, as above. | ||||
| You can even further sub-divide it with a first *Subsurf* modifier. | You can even further sub-divide it with a first *Subsurf* modifier. | ||||
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