![modo 801 series modo 801 series](https://cgpress.org/wp-content/uploads/2015/01/modo_dc.jpg)
Smooth (Distance)- Produces a smooth graduated transition between segments based on its distance from the segment.
![modo 801 series modo 801 series](https://cgpress.org/wp-content/uploads/2015/01/MakerBot.jpg)
Rigid- This is the simplest of all binding methods, a vertex will be assigned a 100% weight to the closest segment in the hierarchy, or to the closest joint when 'Bind as Segments' is disabled. When an item has multiple children they are treated as a single segment. Weights are assigned to vertices along the line between an item and it's child ( similar to a bone). As with all things MODO, further refinement is of course possible, if users wish to fine tune the automatically created weights using the Weighting tools found in the appropriately named toolbox subtab 'Weighting'.īind Type: By default the binding process treats the hierarchy as individual segments between the items. After running the 'Bind' command, the user need only to exit 'Setup' mode in order to begin to deform and animate the character. Finally, each Influence is automatically linked to its originating Joint and the entire hierarchy of Deformers is now placed into a Normalizing folder, where all the influences will be evaluated as a single unified deformer.
#Modo 801 series series
Next, a series of Deform Influences are assigned to each joint of the skeleton and each has an associated weight map generated and assigned to it. Each joint will have an associated weight map created based on the 'Bind Type' and its settings. The first is the weighting of the skeleton to the geometry. When clicking 'OK' in the dialogue, a series of actions then take place, all automatically. LMB+clicking the button activates the Bind process opening a dialogue box presenting several methods of Binding the skeleton, described further below.
![modo 801 series modo 801 series](https://www.provideocoalition.com/wp-content/uploads/thefoundrylogo-1024x720.png)
From within the Setup action state the 'Bind' tool command found in the toolbox, under the 'Deformers' subtab, becomes accessible. 'Setup' action state is designated by the yellow outline of the viewport when enabled. Next enter the 'Setup' action state by pressing the button above the 3D viewport in the 'Setup' interface tab. The first step is to be in 'Items' mode where users select the target Mesh item(s) and the Root of the Skeleton hierarchy. Once geometry is ready to be animated, and a reasonable Skeleton is created with an appropriate hierarchy ( created automatically when drawing out the skeleton - reference the Skeleton tool documentation for more information). The process is simply enough, with just a couple requirements that need to be met prior to running the command. Binding is the process of connecting a skeleton made with the ' Skeleton' tool, and attaching it to the target geometry so that it deforms when the skeleton is manipulated.