It is not possible as Skinning methods are static data where Delta Mush and Tension deform are dynamic. If you thought was to export the data to an engine of some kind this wouldn't work at all as the engine has to understand what Data Channel is doing. Although you could write a custom tool set for handling it in engine it would not be practical as it would be very slow.
I believe that I do mention that I sent channels 2 and three for filtering two of the axes. Vertex Paint allows you to colour vertices with a brush. The Max help file will cover it more as do many of my other tutorials. Does that help at all?
You explained almost everything you used in this video. But not so much about Vertex Paint, as it seems to me. Yes you might've covered it in previous videos, but people come to this video from many other places, meaning they've not watched all of your channel videos. So would be good to cover everything anyway. Regarding Vertex Paint - I should google why you used 2 and 3 and found that Max Help says it's because lower values are used for textures. But anyway it's too vague - we can have quite a bunch of layers like normal, reflection, etc, but why do only -2, -1, 0, 1 channels are reserved?
That would be a whole other video about how mesh data is stored and used in 3D. Thanks for the input, I hope that you like my videos and have learned from them.
Thank you for the amazing tutorial Paul! I was wondering though is this data channel modifier collapsible and how would it get exported to a game engine like unreal? Because game engines only accept the skin modifier...: (
@@paulneale I thought so as well, I saw a plugin somewhere that transforms this data into skin data and kind of bakes it but it doesn't seem to work (the plugin). Would you happen to know of any other techniques that can correct skin deformation and scale problems? I was thinking morphs again like for the facial rig but how to do that? Do you have a video about this? Thank you from the bottom of my heart, I am really new to rigging and really bad at it ahaha your videos are really teaching me things: )
I have no idea what that plugin thinks it is doing when trying to convert the data to linear weights. There is no way it can work. The best way is to rig the character well.
@@paulneale Hi Paul, it creates proxy bones with rotation animation for each bone and based on that animation it solves the skin weights. From my experience sometimes it gives fine result, sometimes not, but that is how it works, you may check video here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1BztqI-Hn14.html&ab_channel=KM-3D.COM