Attaching the Head to the BodyThe typical method for attaching the head geometry to the body in a Blend Shape setup will not work with the BCS. Among other things, this has to do with the flexibility to re-create target geometry. This typical workflow I’m referring to is as follows:
The recommended method for attaching a head with a BCS setup to the body geometry is as follows:
The example scenes you downloaded at the beginning of 3.1 First Steps contain two
scenes that demonstrate this method. The scene Reordering WeightsNew weights are always added at the end of the list and will appear as last weight in the Channel Box. You can reorder these weights at any time with a “right-click->Reorder…” in the weight list of the bcsUI. A new window will let you modify the order of the weights. Clicking the OK button applies the changes to the BCS setup. Bringing Back Deleted Target GeometrySimply double-click the dataPoint that you want to re-edit. That’s it :) Keeping Track of Big SetupsIf you take a look at the example setup (https://www.stargrav.com/bcs/scenes/exampleSetup01.zip), you will find quite a lot of dataPoints, 184 to be precise, 173 of which are combination dataPoints. The problem with these big setups is how to keep track of all the combinations and inbetween combinations. The BCS has several helpers for these situations:
Using these helpers in certain ways allows you to quickly get an overview of which dataPoints belong to which weights and how a certain weight is combined with the others. Finding All Combinations of a Certain Weight
The weight list will now show only those weights that have a combination with the initially selected weight. The dataPoint list will show all these combination dataPoints. You can now select a different weight in the list and do a “right-click->Select Related DPs” once more. This will select all dataPoints that use both weights. Paint DeformWhen modeling a combination dataPoint, it is often useful to create some Paint Deform objects, so that you can quickly copy structures of certain dataPoints with related deformations. For more information, see Chapter 8. Paint Deform, 8.4 The PaintDeform Marking Menu and the menu item of the Data Points menu Add to PaintDeform Marking Menu. DataPoints to consider for the Paint Deform Marking Menu are:
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