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EasySkin Help

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0% found this document useful (0 votes)
30 views10 pages

EasySkin Help

Uploaded by

vuhason91
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EasySkin 1.

0
Skin Toolset for Autodesk 3ds Max

Installation instructions:

Launch the Installer and accept the license agreement.

Choose the correct 3dsmax version. The installer autodetects the version of 3dsmax you installed on your
PC.

Once installation is completed launch 3dsmax.


Under the “Customize” menu, select ”Customize User Interface”.

Select the “Toolbars” tab.

You can find “RaylightTools” into category section, containing the “EasySkin” macro script.

Drag the script and drop it on the toolbar. EasySkin button is now created and you can launch the toolkit by
clicking on it.
Activation

The first time you launch EasySkin 1.0 a form will pop up for product activation:

In the “Product Key” section, you must insert your product key (your Paypal purchase e-mail), then click on
the “Activate” button to submit your activation data.
EasySkin 1.0

Reorganized interface highlighting the tools and the most useful options of the skin modifier. Plus included
the bubble system which creates spheroidal envelopes giving a smoother nuance between each other thus
creating a better harmony between vertex. With a few commands you can now set envelopes quicker and
smoothed.

List of some ready features:

- New and fast editing system for envelopes


- New Bubble envelopes system
- Integrated Vertex weight tools
- Simplified Paint weight tools
- Easy and fast Mirror tools
- Regrouped the most useful advanced options of the skin modifier

Interface
Edit Envelopes: Accesses the Envelope sub-object level for modifying envelopes and vertex weights

Refresh: Refresh Skin values and update viewport

Envelope Tools:

Lenght: Sets the Envelope lenght. 0 is for spheroidal shape, higher values creates a capsule shape (useful
for example when you need to skin fingers, where a spheroidal shape can interfree with the vertex of the
nearer fingers).

Outer Radius: Sets the Envelope cross section Outer Radius

Inner Radius: Sets the Envelope cross section Inner Radius

Uniform: Constrains Inner to Outer radius value proportionally

Bubble Select: Sets spherify selected envelope

Bubble All: Sets spherify all envelopes

A/R: Toggle determines how vertex weights are calculated for vertices between inner and outer envelopes

Falloff: Choose a falloff curve for the displayed envelopes.


Weight falls off in the area between the inner and outer envelope boundaries if envelopes overlap and
Absolute is turned on. This setting lets you specify how the falloff is handled:

Falloff Fast Out Weight falls off quickly.


Falloff Slow Out Weight falls off slowly.
Falloff Linear Weight falls off in a linear way.
Falloff Sinual Weight falls off in a sinusoidal way.
Copy / Paste: Copies the currently selected envelope size and shape to memory. Turn on sub-object
Envelopes, choose one bone in the list, click Copy, then choose another bone in the list and click Paste to
copy an envelope from one bone to another.
Reset: Resets associated vertex weights back to the original weights calculated for the selected bone's
envelope.
Vertex tools:

Vertex: Turn on to be able to select vertices and vertex tools


Weight: Increases/decreases each selected vertex's weight
Grow: Expands the current vertex selection by progressively adding neighboring vertices
Shrink: Reduces the current vertex selection by progressively deselecting the outermost vertices
Loop: Expands the current vertex selection to include all vertices part of continuing edges
Ring: Expands the current vertex selection to include all vertices part of parallel edges
0 to 1: Preset weight values range from 0 to 1 on vertex selection
Copy: Stores the current weight value(s) in the copy buffer
Paste: Retrieves the weight values from the copy buffer and assigns them to the selected vertices
Reset: Resets the weight of selected vertices to the envelope defaults
Blend: Modifies the selected weight values to smooth out the transition between them and their surrounding
vertices
Backface Cull: When on, you cannot select vertices pointing away from the current view (on the other side
of the geometry)
Rigid: Causes selected vertices to be influenced only by one bone, the one with the most influence
Select Element: When on, selects all vertices of the element you select, as long as you select at least one
vertex from that element
Paint Weight Tools:

Paint weights: Click and drag the cursor over vertices in the viewports to brush on weights for the selected
bone

Smooth: When on, blends painted values by averaging the weights of neighboring vertices and then
applying the average weight based on the brush strength

Brush Radius: Sets the size for the paint gizmo

Strength: Sets the vertex weight to paint

Hard: Sets hard paint strength value

Mid: Sets medium paint strength value

Soft: Sets soft paint strength value

Mirror: Turn this option on to mirror the paint gizmo on the other side of the object

X, Y, Z: Sets the orientation of the offset plane using the axis in the world coordinate system

Gizmo Offset: Offsets the mirror plane by the value you specify

Gizmo Size: Changes the mirror gizmo size to a value you specify
Mirror Tools:

Paste Green to Blue Bones

Paste Blue to Green Bones

Paste Green to Blue Vertex

Paste Blue to Green Vertex

Paste Selection to Opposite

Mirror Plane: Mirror mode Toggle

X, Y, Z: Sets the orientation of the offset plane using the axis in the world coordinate system

Mirror offset: Shifts the mirror plane along the Mirror Plane axis

Mirror Thresh: Sets the relative distance the mirroring tools will look when setting vertices as left or right
Advanced Options:

Always Deform: A toggle useful for editing the transformation relationship between bones and the controlled
points

Back transform Vertices: Allows you to link the mesh to the bone structure. Ordinarily, when you do this,
any movement of the bones causes the mesh to move twice as far as it should, because it moves once with
the bones and once with the link. Enabling this option prevents the mesh from moving twice under these
circumstances

Weight All Vertices: When on, forces all vertices that are not under the control of an envelope to be
weighted to the bone closest to them. Has no effect on vertices that are manually weighted

Bone Affect Limit: Limits the number of bones that can affect one vertex

Remve Zero Weights: Strips a vertex from its weight if it is less than the Remove Zero Limit value. This
helps making your skinned model lighter (in games for instance) because less unnecessary data is stored in
the geometry. Also accessible from the Weight Table

Hide Envelopes: Causes no envelopes to be displayed even when an envelope is selected

Shade/Texture: Texture or Shade mode toggle


EasySkin 1.0 supports the following Autodesk ® 3ds Max ® versions for windows:

• 3ds Max2009 x86/x64


• 3ds Max2010 x86/x64
• 3ds Max2011 x86/x64
• 3ds Max2012 x86/x64
• 3ds Max2013 x86/x64
• 3ds Max2014-2015-2016 x64

EasySkin 1.0
© Copyright 2015 - Raylight S.r.l.
All rights reserved.

http://www.raylightgames.com

Developed by:
Francesco Paduano

Additional Code:
Fausto Cardone

PR Contacts:
Massimiliano Di Monda

Official website:
http://www.raylightgames.com/easySkin/easySkin.html

Technical support:
[email protected]

For info:
[email protected]

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