About Heat Map

This method uses a process called heat diffusion to distribute weighting. This assumes that the joints affecting the mesh exist inside of the volume of the mesh. Each joint will act as a heat source relative to the surrounding mesh. Hotter = Higher weight values. Cooler = Lower weight values. Initial weights are set on each influence object inside the mesh acting as a heat source, emitting weight values onto the surrounding mesh. The heat (and therefore the weight value) decays or fades as the vertices get farther from the source.

Note: Heat Map skinning can fail on non-manifold or meshes with holes or meshes with thin triangle meshes. It works better on water-tight models that are fairly uniform. Heat Map skinning can solve faster than Voxel skinning.