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        <dc:date>2011-12-01T07:00:00+00:00</dc:date>
        <title>Weight Map Creation</title>
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&lt;h1 id=&quot;weight_map_creation&quot;&gt;Weight Map Creation&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;/div&gt;

&lt;h2 id=&quot;summary&quot;&gt;Summary&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
There are two methods of &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/terms/weight_map&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:referenceguide:terms:weight_map&quot; rel=&quot;nofollow&quot;&gt;weight_map&lt;/a&gt; type &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/terms/rigging&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:referenceguide:terms:rigging&quot; rel=&quot;nofollow&quot;&gt;rigging&lt;/a&gt; supported in &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4.x :
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;TriAx™&lt;/strong&gt; weight mapping &lt;sup&gt;&lt;a href=&quot;#fn__1&quot; id=&quot;fnt__1&quot; class=&quot;fn_top&quot;&gt;1)&lt;/a&gt;&lt;/sup&gt; provides an extended flexibility that allows a high degree of creator control over complex, high quality bends. TriAx™ weight mapping allows the creation of :&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; 1 weight map per bone rotation axis (X, Y, Z)&lt;sup&gt;&lt;a href=&quot;#fn__2&quot; id=&quot;fnt__2&quot; class=&quot;fn_top&quot;&gt;2)&lt;/a&gt;&lt;/sup&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; 1 weight map for bone scaling &lt;sup&gt;&lt;a href=&quot;#fn__3&quot; id=&quot;fnt__3&quot; class=&quot;fn_top&quot;&gt;3)&lt;/a&gt;&lt;/sup&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; 2 weight maps per joint rotation axis for bulge &lt;sup&gt;&lt;a href=&quot;#fn__4&quot; id=&quot;fnt__4&quot; class=&quot;fn_top&quot;&gt;4)&lt;/a&gt;&lt;/sup&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; 1 weight map for mesh area rigidity &lt;sup&gt;&lt;a href=&quot;#fn__5&quot; id=&quot;fnt__5&quot; class=&quot;fn_top&quot;&gt;5)&lt;/a&gt;&lt;/sup&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;General&lt;/strong&gt;, or “traditional”, weight mapping is a method that only allows a single weight map to control all axes of rotation and scale on a bone. This limits the degree of control but has the benefit of easier editing.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
The weight mapping method used can be changed by converting a &lt;em&gt;TriAx™&lt;/em&gt; weight mapped figure to a &lt;em&gt;General&lt;/em&gt; weight mapped figure by choosing &lt;em&gt;Edit &amp;gt; Figure &amp;gt; Rigging &amp;gt; Convert TriAx Weight to General Weight&lt;/em&gt; from the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/main_menu_bar/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:main_menu_bar:start&quot;&gt;Main Menu Bar&lt;/a&gt;.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;types_of_weight_maps&quot;&gt;Types of Weight Maps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Rotation :&lt;/strong&gt; Controls the falloff of the bones rotation or &amp;#039;bend&amp;#039; effect.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Scale :&lt;/strong&gt; Controls the falloff of the bones scale effect.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Bulge Right/Left :&lt;/strong&gt; Controls a radial push from the bone center point along its rotation axis.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Rigidity :&lt;/strong&gt; Controls the falloff of the Rigidity effect. &lt;sup&gt;&lt;a href=&quot;#fn__6&quot; id=&quot;fnt__6&quot; class=&quot;fn_top&quot;&gt;6)&lt;/a&gt;&lt;/sup&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;General Weights :&lt;/strong&gt; This map type only applies to figures which use the General weight mapping method, where it takes the place of Rotation and Scale maps.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;creatingremoving_weight_maps&quot;&gt;Creating/Removing Weight Maps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
&lt;strong&gt;Main Menu Bar :&lt;/strong&gt; Window &amp;gt; Tabs &amp;gt; Tool Settings &lt;sup&gt;&lt;a href=&quot;#fn__7&quot; id=&quot;fnt__7&quot; class=&quot;fn_top&quot;&gt;7)&lt;/a&gt;&lt;/sup&gt;
&lt;/p&gt;

&lt;p&gt;
&lt;strong&gt;Adding a Weight Map :&lt;/strong&gt;
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose from available maps in the &lt;em&gt;Unused Maps&lt;/em&gt; drop-down list. &lt;sup&gt;&lt;a href=&quot;#fn__8&quot; id=&quot;fnt__8&quot; class=&quot;fn_top&quot;&gt;8)&lt;/a&gt;&lt;/sup&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click &lt;em&gt;Add Map&lt;/em&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;
&lt;strong&gt;Removing a Weight Map :&lt;/strong&gt;
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Right-click the map you wish to remove.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;em&gt;Remove Selected&lt;/em&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;
&lt;div class=&quot;footnotes&quot;&gt;
&lt;div class=&quot;fn&quot;&gt;&lt;sup&gt;&lt;a href=&quot;#fnt__1&quot; id=&quot;fn__1&quot; class=&quot;fn_bot&quot;&gt;1)&lt;/a&gt;&lt;/sup&gt; 
&lt;div class=&quot;content&quot;&gt;debuted with the Genesis™ figure by &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; 3D&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;fn&quot;&gt;&lt;sup&gt;&lt;a href=&quot;#fnt__2&quot; id=&quot;fn__2&quot; class=&quot;fn_bot&quot;&gt;2)&lt;/a&gt;&lt;/sup&gt; 
, &lt;sup&gt;&lt;a href=&quot;#fnt__4&quot; id=&quot;fn__4&quot; class=&quot;fn_bot&quot;&gt;4)&lt;/a&gt;&lt;/sup&gt; 
&lt;div class=&quot;content&quot;&gt;defined in “local” space&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;fn&quot;&gt;&lt;sup&gt;&lt;a href=&quot;#fnt__3&quot; id=&quot;fn__3&quot; class=&quot;fn_bot&quot;&gt;3)&lt;/a&gt;&lt;/sup&gt; 
, &lt;sup&gt;&lt;a href=&quot;#fnt__5&quot; id=&quot;fn__5&quot; class=&quot;fn_bot&quot;&gt;5)&lt;/a&gt;&lt;/sup&gt; 
&lt;div class=&quot;content&quot;&gt;defined in “figure” or “object” space&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;fn&quot;&gt;&lt;sup&gt;&lt;a href=&quot;#fnt__6&quot; id=&quot;fn__6&quot; class=&quot;fn_bot&quot;&gt;6)&lt;/a&gt;&lt;/sup&gt; 
&lt;div class=&quot;content&quot;&gt;Can only be added to the root node of a figure.&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;fn&quot;&gt;&lt;sup&gt;&lt;a href=&quot;#fnt__7&quot; id=&quot;fn__7&quot; class=&quot;fn_bot&quot;&gt;7)&lt;/a&gt;&lt;/sup&gt; 
&lt;div class=&quot;content&quot;&gt;With the Weight Map Brush active.&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;fn&quot;&gt;&lt;sup&gt;&lt;a href=&quot;#fnt__8&quot; id=&quot;fn__8&quot; class=&quot;fn_bot&quot;&gt;8)&lt;/a&gt;&lt;/sup&gt; 
&lt;div class=&quot;content&quot;&gt;Only maps which do not already exist will show up in the Unused Maps list.&lt;/div&gt;&lt;/div&gt;
&lt;/div&gt;
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