Clothing Attribute Painting

发布于:2024-11-21


Clothing Editing Interface Function Introduction

In the garment panel, various attributes related to the garment can be painted:
  • Attach Weight: Specifies the attachment weight of the garment.
  • Stretch Weight (Coefficient): Defines the stretch weight or coefficient.
  • Bending Weight (Coefficient): Sets the bending weight or coefficient.
  • Thickness Weight (Coefficient): Determines the thickness weight or coefficient.
  • Shrinkage Weight (Coefficient): Indicates the shrinkage rate weight or coefficient.
  • Fixed Vertex: Marks the fixed vertices of the garment.
  • Field Influence Weight: Applies to the volume axis influence weight.
  • InPaint Mask: Areas using the InPainting algorithm for skinning transfer.

I. Weight Painting

Click on the top "Active Brush" to activate the brush tool, and select "BrushData" in the property bar to set the brush.
The brush supports painting in both the 3D panel and the 2D panel.
Brush Settings Panel:

1.Brush

Parameter
Meaning
Brush size
Brush size
Attribute Value
Brush color value, 0-1, corresponding to weight 0-100%
Strength
Brush strength, multiplied by the Attribute Value to get the final brush color value
Falloff
Falloff, gradual decay of the brush from the center to the edge
Ignore Back Face
Ignore backfaces, when enabled, the brush painting will not affect the patches facing away
SmoothPiece(Button)
Clicking will smooth the overall color of the selected patches.

2.Smooth Brush

Parameter
Meaning
Brush size
Brush size
Strength
Brush strength, multiplied by the Attribute Value to get the final brush color value
Ignore Back Face
Ignore backfaces, when enabled, the brush painting will not affect the patches facing away
SmoothPiece(Button)
Clicking will smooth the overall color of the selected patches.

3.Gradient Brush

Parameter
Meaning
Gradient High Value
Maximum gradient range
Gradient Low Value
Minimum gradient range
Brush size
Brush size
Ignore Back Face
Ignore backfaces, when enabled, the brush painting will not affect the patches facing away
SmoothPiece(Button)
Clicking will smooth the overall color of the selected patches.
  • Direct Drawing (yellow brush area): Maximum gradient range area
  • Hold Ctrl while drawing (magenta brush area): Minimum gradient range area
  • After drawing, press Enter to generate the gradient effect.

4.Fill

Parameter
Meaning
Attribute Value
Set fill color

5.Painting Values Exceeding 1 (V2.4.0)

  • Click the Paint toolbar to enter painting mode.
  • The pattern piece will display green, indicating that it has not been edited through painting.
  • Brush Properties:
View Min\View Max:Set the display range: values below the range will display in blue, values exceeding the range will display in red.

II. 3D Viewport Shortcut Operations

1.Keyboard Shortcuts

When the brush is activated, keyboard shortcuts can be used in the 3D viewport:
Scene
Shortcut key
Function
Brush Mode & Selection Mode
B
Toggle between mouse brush/selection mode
Ctrl + Z
Undo (supports up to 4 steps of undo)
Brush Mode
Long press B + left mouse button drag left or right.
Adjust brush size
Shift + left mouse button
Smooth brush
Selection Mode
Shift + left-click
Add patches
Ctrl + left-click
Subtract patches

2.Right-click Menu

After selecting patches, right-click menu:
  • Deselect
  • Select patches with the same material
  • Select patches with the same collision layer
  • Select patches with the same collision group
  • Freeze patches
  • Enable adhesion to the body
  • Hide patches
  • Independently select patches
  • Show all patches
Right-click menu in the blank area:
  • Show all patches
  • Automatically enable adhesion to the body for all drawn patches.

III. 2D Viewport Operations

When the brush is not activated, and when the brush is activated, press B to switch to selection mode, you can select and move patch positions in the 2D interface.
Dragging with the right mouse button can move the 2D viewport position.
Mouse zooming can zoom in/out the 2D viewport.

ⅣAdding Reference Skeletal Mesh (V2.4.0)

In the Outliner, you can add a skeletal mesh.
Add skeletal meshes such as human bodies or armor, which can serve as a reference when drawing the Attach range, making the range more precise.

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