I've been doing quite a bit of rigging in Modo lately, and I have
been very surprised by its capabilities. One thing they do support is heat mapping. It's quite nice to use, but there are several requirement that need to be met for a mesh to be acceptable for heat binding. I don't know if all heat mapping implementations are based on the same algo(s), and therefore, inherit the same requirements, but here they go (copying/pasting from the docs): --Mesh must form a volume, though holes are supported (such as eye sockets). --Target mesh must be only polygonal, no single vertices, floating edges or curves can be present. --No shared vertices, edges or polygons (non-manifold surfaces) allowed between multiple components. --All joints must be contained within the volume of the mesh. Otherwise, you can still use the available smooth or rigid binding methods. I don't know if any problems you ran into could be due to some of these conditions, but there... just in case. On 08/01/2014 8:31 AM, Sebastien
Sterling wrote:
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