The Joints tab is used to select, filter, edit and display the weight of the current mesh.
The Joints List window now displays a hierarchy of joints grouped under each object they are affecting, providing you with a clear list of what Joint is assigned to which object.
Only Joints assigned to a Weight tag will be displayed in this window. It is possible for the same Joint to be displayed several times, depending on how many times it is linked to a different Weight tag. You can either select one or several Joints in the Object Manager to have them displayed in this list, or directly one or several objects that have a Weight tag assigned for the same result (selecting an object that has no Weight tag, or no Joint assigned to its Weight tag will result in an empty list).
Each Joint has a color thumbnail which reflects the color of the weights assigned to this Joint. Double-clicking this thumbnail allows you to change the color of the Joint, for easier editing.
Click this icon to protect weights from accidental change. Choose the joint whose weights you want to protect in the Object Manager or in the Joints list and click on this button.
If you paint weights for another joint, the locked joint’s weights will not be affected. Locked Joints are now protected from any changes, no matter which Joint you select, be it from the Object Manager, or the Weight tool Joints list. To unlock a Joints weights, simply click the Lock icon again.
Right-clicking on a Joint or Object of the list will display a contextual menu.
Will select the Object or Joint directly in the Object Manager (in order to access its attributes, for example).
Will copy the Joint object or weight values of the selected Joint object (this option is only active when right-clicking on joints).
Will paste the previously copied Joint to a different object's Weight tag (select the joint from a first object, then copy it. Now select a second object and paste the joint in its list - the new joint will now appear as a child of the second object).
Alternatively, you can also select a Joint from one list and drag it to a second list to copy and paste it automatically.
Will replace the current weights of the Joint by the weights of the Joint copied previously. Note that normal weighting will not be done automatically, i.e., weights with values in excess of 100% can result.
Will lock/protect the weights of the Joint (alternatively, you can left-click on the opened lock icon for the same result)
Will unlock the weights of the Joint (alternatively, you can left-click on the closed lock icon for the same result).
Will unlock the weights of all locked Joints.
This option enables you to carry on editing certain joints irrespective of which joints are currently selected in the Object Manager. Enable the option when the joint or joints you want to edit are selected. If you now select other joints, the joints you selected when enabling the option are still active for editing and remain active for as long as the weight tool is selected.
The option is similar to the previous "Lock To Active" option found in Cinema 4D R11.5, but differs in that now the list will stay locked even if you exit the tool and come back to it later. To add new joints to the list, you will need to unlock it first, make your new selection, then lock it again.
Joints can now be arranged for better readability and easier Joint selection. Several modes are available:
This is the default mode and it displays the Joints and objects in the order in which they were added to the Weight tag. If multiple objects were added simultaneously, the Object Manager’s order will be used.
In this mode the order and hierarchy will reflect that of the Object Manager exactly and in the order in which the objects were added to the Weight tag. This makes it much easier to see the correlation between the two lists. Note that rearranging objects in the Object Manager will not be reflected in this list. Only the order at the time of connection will be assumed.
The list will be arranged alphabetically.
The Filter field lets you filter the list according to specific text. For example, if L is entered, only objects / Joints with an L in their name will be displayed. This can, for example, be useful for "isolating" only a character’s left side elements, if this is the region on which you want to concentrate.
The Joints list is similar to the one found in the Weight tool, with additional options for weights manipulation.
Resets the selected joint's influence to zero. This applies automatically to all the points the joint affects. If no Joints are selected, the influence of all Joints will be reset.
Copy the weights of the selected joint.
Replaces the weights of the selected joint with the weights copied previously.
Merges the weights previously copied with the weights of the selected joint. If a weight value is already present, the merged weights will get added on top of the existing ones.
If Auto Normalize is disabled in the Weight tool, a point's total weight can, in some cases, exceed 100%. For example, if the point has weights for two or more joints, it is possible that the values added together are greater than 100%. Even if Auto Normalize is enabled in the Weight tool (which attempts to keep the total weight at 100%), it is still possible for the point’s total weight to be above 100% if you enter the weight values manually via the Weights table and the Normalize option found in the Weights tab is disabled.
Clicking the Normalize button normalizes the weights for all Weight tags that are linked to the selected joint or object. In other words, the joints still affect the mesh in the same way but now no point has a total weight of more than 100%.
Will apply an automatic mirroring of the weight values to joints that have been previously mirrored (using the Mirror Tool, for example) without any weights. Select either all joints or the mesh object itself before applying mirroring, the tool will try to mirror all the joint weights at once. Note that weights placed on the mirror axis will not be mirrored and will have to be created manually.
Flips the weight values of the selected joint to the other side of the mesh, based on the selected axis. You can either click directly on the left part of the button to flip the weights, click and hold the button or click on the arrow icon on the right side of the button to expand a drop-down menu and select your axis of choice.
You can select multiple joints to apply the changes to all at once.
Allows you to bake the influence of a weight falloff directly into the weighting of the joint. This changes the weighting for the joint in such a way that it behaves as if the weight falloff is still being applied. Once a Weight Falloff is applied to a joint in the Weight tag of the object, the Bake Effector option will become active in the Weights Manager. Simply select the joint and click on the Bake Effector button to bake the influence to the joint.
Note that even though the Weight Falloff is still visible in the Weight tag, its influence is deactivated. If you wish to start over, just select the joint in the Weights Manager joints list, then click on the Zero button to reset its weights. Now remove the Weight Falloff from the Weight tag and reapply it to the joint to reset its influence on the object.
Bake Effectors can also be used to bake the Joint falloff. After calling up the command, the falloff weighting will be assumed in the normal weighting after being normalized and assigned to the corresponding Joints. The Joint falloff will then be deactivated automatically.