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If you want to edit the weight values of the CVs manually, you can use
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the Component Editor (choose Window | General Editors | Component Editor) With the Component Editor open, choose the Weighted Deformers tab Then select a group of CVs in the view window, and click the Load Components button The Component Editor is discussed in more detail in 10, when we bind a geometry to a skeleton
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FIGURE 8-5 The Maya UI showing geometry in paint weight mode Notice the Paint Attributes Tool settings on the right side
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Use the Edit Membership tool (Deform | Edit Membership Tool) to add or remove points from the cluster With the cluster selected, choose the tool and then SHIFT-drag to add points to the cluster or CTRL-drag to remove them
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The wire deformer uses a NURBS curve to deform an object You can change the shape of an object by moving a curve or points on the curve To create a wire deformer, first draw a curve that will be used as the deformer and another object that will be deformed Choose Deform | Wire Tool Select the object that will be deformed and press ENTER; then select the curve and press ENTER The wire deformer will be created When the shape of the curve is changed, either by transforming the curve or editing its components, it will have a matching effect on the surface that it is controlling This illustration shows a wire deformer that was drawn to match the shape of the mouth by point snapping the EPs of a curve to the
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Deformers
vertices around the lips This wire deformer can now be used to control and animate the mouth region Make another copy of the charHead_baseGeo object and name it charHead_LTpucker Use the EP Curve tool to create the curve and use the previously described procedure to apply it to the head as a wire deformer If you edit the CVs of the curve as it is, it will have far too much influence over the geometry To remedy this, lower the Dropoff Distance attribute on the wire1 node to 015 Shape the curve as best as you can for one side of the mouth
It may be difficult to obtain the desired shape precisely with the deformer
alone Use it to make very coarse adjustments to the geometry and then delete history on the geometry and move the vertices one by one or use the Sculpt Geometry tool
Soft Modification Tool
An excellent tool for making proportional modifications to geometry is the Soft Modification tool It is very similar to a cluster but editing the effect is much faster when using the Soft Modification tool as a sculpting tool We will use the Soft Modification tool to widen the mouth Duplicate the base model again and name the new shape charHead_LTwide Choose Deform | Soft Modification and click the model near the corner of the mouth The entire piece of geometry will now be colored with a yellow to red to black gradation radiating from the point where you clicked This indicates the falloff distance of the effect of the deformer In the Attribute Editor, select the softMod1 node and lower the Falloff Distance attribute to a value of 05 Figure 8-6 shows the model with the falloff distance adjusted Now you can move and rotate the manipulator to edit the shape of the mouth FIGURE 8-6 The Soft Modification tool is used to edit the corner of the mouth
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Blend Shape Deformer
A blend shape deformer enables you to morph the shape of any object into the shape of another object The original object is known as the base object, and the object into which it is being morphed or blended is known as the target object Blend shape deformers are most commonly used for facial animation but we will use them again in 10 to correct skeletal deformations To create a blend shape with what we have created so far, first select the target objects and then select the base object
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