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Attatching skin to bone like in the videos
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Attatching skin to bone like in the videos // New Users
Post by Hatchetman // Aug 12, 2008, 2:35pm
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Hatchetman
Total Posts: 20
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Alright, I'm trying to add bones to a figure like they do in the tutorial videos. In the videos, they always have a flawless integration between the bones and skins. Every vertex, edge, and face is attached to the right part of the skin. In mine, though, I have to get into that tedious 'weight paint' function to paint on the verticies that were left out by TrueSpace when I added the skin and skeletons together. Is there a setting in any of the skeleton/skin functions to improve this situation? |
Post by Heidi // Aug 12, 2008, 3:55pm
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Heidi
Total Posts: 335
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If you're skinning a simple character the bone envelopes will probably suffice. How well your mesh will bend/animate is going to be determined by the skeleton, the joint limits and the mesh itself.
There are a lot of ways to approach weight painting. You can literally paint on the weighting for each bone using the weight painting brush. Or you can use point edit (with or without 'Smooth Selection) to select the mesh that is to be painted to each bone. This (http://forums1.caligari.com/truespace/showthread.php?t=5935) thread includes a video on how to use soft paint selection for weight painting.
You can also use show/hide geometry in point edit to make hard to reach areas of the mesh more accessible.
Most stray vertices are those that are buried below the reach of the weight painting brush. Using PE makes these much easier to include in your weighting.
When you find you have stray vertices here and there, use the 'heal skin' tool. It's in the stack of skeleton/skin icons...the one that has a bandaid. :)
The bottom line is that no matter what application you use to create characters, it's not going to be completely push-button. But TS has a wide range of solutions for getting the job done. |
Post by RichLevy // Aug 12, 2008, 3:59pm
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RichLevy
Total Posts: 1140
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Ok, here it goes. You can control the blending in between bones by using these 2 settings which you will find in the Stack after you click on the Attach skin to skeleton icon.
Blending seperation region
Transition Smoothness
I find that the reason bones are not included into some weights when the skeleton and the mesh is attached is usually because you added additional bones after you attached the skeleton to the mesh, the same thing happens when you subtract them. In the case of adding a bone you may not be able to get added bones to influence the mesh around it, where subtracting a bone is just a matter of repainting the bone that you need to effect that part of the mesh.
HTH
Rich
[if Heidis suggestions don't work, this is what you want to look at :), I hope everything works out for you] |
Post by Hatchetman // Aug 12, 2008, 4:34pm
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Hatchetman
Total Posts: 20
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Thank you both, I'll try soon. Bedtime! |
Post by Hatchetman // Aug 13, 2008, 3:50am
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Hatchetman
Total Posts: 20
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Hey, I tried something that worked VERY well. After you move a limb in the Dynamic Pose function, you can see the geometry that was missed in weight painting, or it was painted too 'light'. A triangle will stay in place after the limb is moved, looking like a weird flap of skin. Well, don't reposition the actor or hit the undo button yet. Now, you can hit the Weight Paint tool and correct it, kinda in real time, I like to think. Select the bone, then paint the out-of-place face with the weight paint tool, and it'll pretty much move back into place where it should be. Now, reposition the actor, move the next limb, and repeat.
:) |
Post by Heidi // Aug 13, 2008, 4:15am
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Heidi
Total Posts: 335
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Cool! Sounds like you'll have a character to show us soon. :) |
Post by RichLevy // Aug 13, 2008, 4:26am
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RichLevy
Total Posts: 1140
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Hey, I tried something that worked VERY well. After you move a limb in the Dynamic Pose function, you can see the geometry that was missed in weight painting, or it was painted too 'light'. A triangle will stay in place after the limb is moved, looking like a weird flap of skin. Well, don't reposition the actor or hit the undo button yet. Now, you can hit the Weight Paint tool and correct it, kinda in real time, I like to think. Select the bone, then paint the out-of-place face with the weight paint tool, and it'll pretty much move back into place where it should be. Now, reposition the actor, move the next limb, and repeat.
:)
Use the Set Default and Reset to Default icons in the pallets menu just in case you get into the flow too much and need to go back to your Default position.
Good Luck.
Rich |
Post by Heidi // Aug 13, 2008, 4:31am
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Heidi
Total Posts: 335
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I'm more paranoid than that (hehehe). I save a single-frame anim clip of my default position. :) |
Post by RichLevy // Aug 13, 2008, 5:02am
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RichLevy
Total Posts: 1140
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I'm more paranoid than that (hehehe). I save a single-frame anim clip of my default position. :)
And I am just as paranoid as you... I have multiples of scenes and objects meshs as well as the completed rig... just in case I have to go back a little bit... or a whole bunch :)
It's all the testing you do that makes you do these things :D
Rich |
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