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Mesh Morpher documentation

Create Weight Map

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/weight-map/create-weight-map

Studio and Graph › Weight Map

Create Weight Map

Where a weight map comes from when you are not painting it by hand. One value between 0 and 1 per vertex, derived from something the mesh already knows about itself, and from there it goes to Apply...

Create Weight Map node

The Create Weight Map node

When to use it

Where a weight map comes from when you are not painting it by hand. One value between 0 and 1 per vertex, derived from something the mesh already knows about itself, and from there it goes to Apply Weight Map or into any node that takes a Weights pin.

How to use it

  1. 1

    Connect the mesh the map is for

  2. 2

    Connect a selection or landmarks if the mode you want needs one

  3. 3

    Pick the mode and set its parameters

  4. 4

    The map updates as soon as any input changes

Pins

Pin Type Description
Mesh Mesh The mesh the weight map is built for. One value per vertex.
Weights Weight Map An existing mask, read only in From Selection mode. It comes through as it is, and Falloff Rings grow a soft fringe out from its edge.
Landmarks Landmarks Points and splines to measure distance from. Only read in From Landmarks mode.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
WeightMap Weight Map The finished weight map, one 0-1 value per vertex.

Settings

Setting Type Description
Mode Choice Where the weights come from.
Default Value Number The value every vertex gets in Uniform mode.
Falloff Rings Whole number How many rings of vertices to fade over, growing outward from the edge of the mask. At 0 the edge is hard and you see it as a stair-step across the surface wherever the mask is used to blend.
Proximity Radius Number Distance at which the weight has faded to nothing. Only a vertex sitting right on a landmark gets a full 1, and it drops off evenly from there. Set it too small and you get a few bright specks instead of a usable mask.
Bone Name Text Which bone's skin weights to copy, spelled exactly. A * matches anything, so thigh_* picks up both thigh_l and thigh_r. Leave it empty and the map comes out all zeros, with a warning saying so.
Normalize To Max True/False Divides everything by the highest weight on the mesh, so the strongest vertex reads 1. Off by default, which gives you the bone's raw influence: already 0-1, but a bone that never fully owns any vertex then never reaches 1.
Invert True/False Flips the finished map, so 1 becomes 0 and 0 becomes 1.