WAY #1:
HOW TO PAINT WEIGHTS:
https://www.youtube.com/watch?v=tP0s8VHy0CU
*CHECKING Paint Blend Weights will 'blur' the gradient
keep stregth between 1 and 0
to erase weight, press alt while you brush
adjust size: Shift + Ctrl + Clickdrag Up/down
adjust strength: Shift + Alt + Clickdrag Up/down
BLENDING should be at strength 1
ADDING should be at strength 0.2
TIPS:
for elbow/knee
more red where its at
more orange where it folds in on itself
imagine from side view, the red/yellow gradient is diagonal
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WAY #2:
https://www.youtube.com/watch?v=_6vtUyKafbA
how to skin the INDIAN way:
keep default skinning, BUT remove the bones you dont want to be affected.
select all verts you DONT want
go to weight tool
press '0'
eg:
-legs
SHOULDER:
then paint weights
make sure shoulder is shrugged to adjust spine, clavicle and shoulder
FINGER:
do the way you're used to
If changes are made to the model thats aren't so big:
RHS > advanced params > uncheck 'always deform'
THEN EDIT YOUR MODEL
once you're done, switch 'always deform' back on
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HOW TO BIND MESH TO ANOTHER MESH:
(usually for clothes with collars and shit)
select shirt
Apply skin wrap modifier
deformation engine: face deformation
at the bottom: CHECK weight all points
params > add > select body mesh thats already skinned
(sometimes normals will misbehave but thats fine)
once happy: press 'convert to skin' button
will create 'skin' modifier
will deactivate(but not delete) skin wrap
if normals are STILL misbehaving:
add 'edit normals' modifier
drag below 'skin'
click 'unify' button
---------------------------------
HOW TO BIND HARD MESH TO ANOTHER MESH:
(usually for buttons or buckles)
use this script:
www.aarondabelow.com/v1/pages/maxscript/maxscript-rivet_point.html
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WAY #3:
how to skin the white man with a cat way:
https://www.youtube.com/watch?v=QSzWg7aF5Zw
model DOESNT have to be symmetrical, but should have a 'naked' version which is, and is easy to mirror
ie, need to have edge loops and clear topology, no collars/buttons/loose pants
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STEPS:
have rig in place
select mesh > add skin modifier
add bones
edit envelopes
CHECK select vertices
weight tool
weight '1' on hips/pelvis
LEG:
start with leg
grow # of vertices
select leg bone
low value: '.1'
shink selection, increase value
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HOW TO COPY WEIGHTS FROM 1 SIDE TO THE NEXT:
RHS> mirror mode
make sure mirror plane is correct
pate blue to green(or whatever side you worked on)
if you just want a few:
select the verts you wanna copypaste
Mirror paste
WHY MIRROR DOESNT WORK:
coz you didnt add the tail bones
sometimes need to remake mesh by creating box and attatching old one
need to mirror when they are symmetrical NOt always
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HOW TO SMOOTH OUT PROBLEM AREAS:
select problem region
grow selection
add value '+'
shink it
add value '+'
do again and again until you have a nice gradient
add value '+'
---------------------------------
HOW TO BIND MESH TO ANOTHER MESH:
(usually for clothes with collars and shit)
select shirt
Apply skin wrap modifier
deformation engine: face deformation
at the bottom: CHECK weight all points
params > add > select body mesh thats already skinned
(sometimes normals will misbehave but thats fine)
once happy: press 'convert to skin' button
will create 'skin' modifier
will deactivate(but not delete) skin wrap
note: object cannot be an instanced thing
if normals are STILL misbehaving:
add 'edit normals' modifier
drag below 'skin'
click 'unify' button
---------------------------------
HOW TO BIND HARD MESH TO ANOTHER MESH:
(usually for buttons or buckles)
use this script:
www.aarondabelow.com/v1/pages/maxscript/maxscript-rivet_point.html
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