Thursday, 12 March 2020

HOW TO PAINT WEIGHTS / SKIN IN MAX

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






---------------------------------
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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