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        <dc:date>2012-04-25T16:54:01+00:00</dc:date>
        <title>Binding Bones to Mesh with the Weight Map Brush *</title>
        <link>/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/start</link>
        <description>
&lt;h1 id=&quot;binding_bones_to_mesh_with_the_weight_map_brush&quot;&gt;Binding Bones to Mesh with the Weight Map Brush *&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;
&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_todo plugin_wrap&quot; style=&quot;width: 80%;&quot;&gt;
&lt;p&gt;
* = Review
&lt;/p&gt;

&lt;p&gt;
Check Report &lt;a href=&quot;https://bugs.daz3d.com/view.php?id=42608&quot; class=&quot;urlextern&quot; target=&quot;_blank&quot; title=&quot;https://bugs.daz3d.com/view.php?id=42608&quot; rel=&quot;nofollow noopener&quot;&gt;0042608: Editing weight map messes up maps of other bones&lt;/a&gt;
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

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

&lt;/div&gt;

&lt;h2 id=&quot;summary1&quot;&gt;Summary&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
Use this tool to paint &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/weight_maps&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:weight_maps&quot; rel=&quot;nofollow&quot;&gt;Weight Maps&lt;/a&gt; using the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/terms/triax&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:referenceguide:terms:triax&quot; rel=&quot;nofollow&quot;&gt;TriAx(tm)&lt;/a&gt; system, to define which geometry will be affected by specific bones, and to what extent. Note that weight maps are per-axis in this system, and are specified separately per axis for Rotation, Bulge Left and Bulge Right, Scale, etc., though it is often reasonable to use the same map as a starting point for each within the same bone.
&lt;/p&gt;

&lt;p&gt;
The &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/action/index/dztransferutilityaction/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:action:index:dztransferutilityaction:start&quot;&gt;Transfer Utility...&lt;/a&gt; creates default weight maps in conforming items for bones in the Genesis™ figure. However, these maps can be edited, and new maps will need to be created for additional &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/ghost_bones&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:ghost_bones&quot; rel=&quot;nofollow&quot;&gt;ghost bones&lt;/a&gt; not associated with the Genesis figure.
&lt;/p&gt;

&lt;p&gt;
Three utilities are used during the process of creating and rigging figures: the Joint Editor, Polygon Group Editor, and Weight Map Brush. The Joint Editor and Polygon Group Editor steps can be performed in either order, and in fact it may be helpful to switch between the two tools frequently. This tutorial covers the Weight Map Brush portion of the process. The bones must be created or edited using the Joint Editor before Weight Maps can be assigned to them. You may also find it helpful to edit Face Groups before working with Weight Maps.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;process_overview&quot;&gt;Process Overview&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; Load model to rig&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Display Tool Settings tab, if it is not visible&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Activate Weight Map Brush tool&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Add Weight Maps&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Paint and Smooth Weight Maps&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;foundation&quot;&gt;Foundation&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;p&gt;
The TriAx rigging system operates differently than the traditional Poser rigging system, though it has some similarities. Like the Poser system, a skeleton of bones is created to match the skeleton of a figure to which the item will be conformed to, or to provide additional controls for unique parts of the figure. Face Groups are created using the Polygon Group Editor which are comparable to Poser&amp;#039;s groups. However, Face Groups only allow the end-user to select and manipulate the bones of the skeleton. They do not tie the bones to specific portions of the mesh. Instead, a set of Weight Maps, one for each axis of rotation per bone, describes the influence of each bone on the entire mesh.
&lt;/p&gt;
&lt;!-- EDIT3 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_important plugin_wrap&quot;&gt;
&lt;p&gt;
The total weight of all maps for a particular axis for any given part of the mesh must be 100%. This means that if you add weight to one map, it will automatically be subtracted from other maps for the same axis. Keep this in mind when following the steps below.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT4 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

&lt;h2 id=&quot;step_by_step&quot;&gt;Step By Step&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;/div&gt;

&lt;h3 id=&quot;load_model_to_rig&quot;&gt;Load model to rig&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
If you have not already done so, convert the mesh to a TriAx figure, by importing the source OBJ, using the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/action/index/dztransferutilityaction/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:action:index:dztransferutilityaction:start&quot;&gt;Transfer Utility...&lt;/a&gt;, using &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/modeling_against_a_genesis_shape/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:modeling_against_a_genesis_shape:start&quot;&gt;reverse deformations&lt;/a&gt; if necessary.
&lt;/p&gt;

&lt;p&gt;
Weight maps will be created during this process, but because in this example we want to use custom “Ghost Bones” to control skirt movement, the maps will not be appropriate in the skirt area:
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/05-leftfootwm.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:05-leftfootwm.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/05-leftfootwm.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
The results with these weight maps do not provide the functionality we are looking for. We want the new “Ghost Bones” to move the lower part of the skirt, while the thigh bones still move the upper part of the skirt.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;display_tool_settings_tab_if_it_is_not_visible&quot;&gt;Display Tool Settings tab, if it is not visible&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
To modify the rigging, we will need to use several tools, including the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/viewport_tools/joint_editor/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:viewport_tools:joint_editor:start&quot;&gt;Joint Editor&lt;/a&gt;, the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/viewport_tools/weight_map_brush/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:viewport_tools:weight_map_brush:start&quot;&gt;Weight Map Brush&lt;/a&gt;, and the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/viewport_tools/polygon_group_editor/start&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:viewport_tools:polygon_group_editor:start&quot; rel=&quot;nofollow&quot;&gt;polygon_group_editor&lt;/a&gt;. For all of these, we will want to be sure to have the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/panes/tool_settings/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:tool_settings:start&quot;&gt;Tool Settings&lt;/a&gt; tab in view, shown here with the Weight Map Brush details.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/33-allweightmaps.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:33-allweightmaps.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/33-allweightmaps.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
Also, at this point, clear all diffuse color settings in the &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:surfaces:start&quot;&gt;Surfaces (WIP)&lt;/a&gt; tab, to avoid distorting the Weight Maps view:
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/32.5-nodiffuse.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:32.5-nodiffuse.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/32.5-nodiffuse.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;add_weight_maps&quot;&gt;Add Weight Maps&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
Some bones will already have weight maps (those copied from the source skeleton). Select new bones one by one in scene, and in Tool Settings, add X, Y, and Z rotation and Scale for each bone as needed. (Your garment may look odd until you create the first Scale weight map.)
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/32-createweightmaps.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:32-createweightmaps.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/32-createweightmaps.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/33-allweightmaps.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:33-allweightmaps.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/33-allweightmaps.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;!-- EDIT5 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_important plugin_wrap&quot;&gt;
&lt;p&gt;
When you click on bones you don&amp;#039;t want to use to control the mesh, in this case, the Left Shin, you will probably see residual weight maps from the Transfer Tool. Don&amp;#039;t worry about these at this point. By adding weight to other maps, you will remove weight from this map.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT6 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

&lt;h3 id=&quot;paint_and_smooth_weight_maps&quot;&gt;Paint and Smooth Weight Maps&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
&lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio 4 provides several tools to paint and smooth weight maps:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/paintbrush&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:paintbrush&quot; rel=&quot;nofollow&quot;&gt;Paintbrush&lt;/a&gt; - Alt-Drag to remove weight&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/smooth_brush&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:smooth_brush&quot; rel=&quot;nofollow&quot;&gt;Smooth Brush&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/linear_gradient&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:linear_gradient&quot; rel=&quot;nofollow&quot;&gt;Linear Gradient&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/spherical_gradient&quot; class=&quot;wikilink2&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:spherical_gradient&quot; rel=&quot;nofollow&quot;&gt;Spherical Gradient&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
There is also a method of filling selected faces, located in the context menu for the Weight Map Brush. This method works particularly well when we have defined Face Groups to match the areas that will be most heavily influenced by the weight map.
&lt;/p&gt;

&lt;p&gt;
Go back to Polygon Group Editor and select the Face Groups you defined there, one by one. 
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/34-selectfacegroup.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:34-selectfacegroup.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/34-selectfacegroup.png?w=500&amp;amp;tok=0a16cc&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;500&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
On the first weight map for this bone (usually XRotation), fill selection with 100%. 
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/35-fillselectedfaces.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:35-fillselectedfaces.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/35-fillselectedfaces.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/36-fillselectedfacesdialog.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:36-fillselectedfacesdialog.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/36-fillselectedfacesdialog.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
This gives a sharp-edged weight map:
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/37-sharpedges.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:37-sharpedges.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/37-sharpedges.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
We will get a smoother effect if we soften the edges. Expand selection with Ctrl++, e.g. 4 steps, and smooth selection. 
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/38-smoothselectedmenu.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:38-smoothselectedmenu.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/38-smoothselectedmenu.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
You can be fairly aggressive with this smoothing operation:
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/39-smoothselecteddialog.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:39-smoothselecteddialog.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/39-smoothselecteddialog.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
Then copy and paste this map to all other maps for that bone. 
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/40-copymap.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:40-copymap.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/40-copymap.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
40.5 &lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush&quot; class=&quot;media mediafile mf_&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush (4 KB)&quot; rel=&quot;noopener&quot;&gt;weight_map_brush&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
You can fine-tune these maps later to improve the different rotational behavior.
&lt;/p&gt;

&lt;p&gt;
Don&amp;#039;t forget to clear your selection before moving on to the next bone!
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/41-clearselection.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:rigging:tutorials:weight_map_brush:41-clearselection.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/41-clearselection.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;wrap-up&quot;&gt;Wrap-Up&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;p&gt;
This process has associated “Ghost” bones with Weight Maps to allow more flexible control of the dress movement. You may continue to edit the skeleton and Face Groups, but you will need to revise Weight Maps if you add or delete bones from the skeleton that have Weight Maps assigned to them.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;next_steps&quot;&gt;Next Steps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;p&gt;
&lt;a href=&quot;/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/packaging_genesis_morph_products/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:userguide:creating_content:packaging:tutorials:packaging_genesis_morph_products:start&quot;&gt;Basics: Saving Your Figure/Prop (WIP)&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;
</description>
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