Thursday, 13 December 2012

skinning

now comes the part where every rigger has there problems....skinning

skinning is where you combine the skeletal rig to the mesh so that when you move the rig it influences the mesh also this can be done through either two way or a combination of both methods and those methods are paint weight and component editor



paint weight is where you literally paint the vertices that you want to influence so in this case i have paint weighted the head the white area is is where it will be heavily influenced and the black area is where there will be no influence at all originally i had a problem with this because when i created the original skin cluster when i moved the head the collar of the characters clothing moved with it this obviousdly doesnt happen do i painted out the vertices so that they were not influenced by the skin cluster

the other method is a little more mathmatical which is using the componant editor so what would happen here is the the amount of influence is measured between the value of 0 and 1 so 0 would be no influence and 1 would be heavy influence therefore a value of 0.5 would be medium influence#

through a combination of these two mnethos i have created a reasonable edited skin cluster that influences the character in a good way

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