View Full Version : posted a Tut on bones-auto weight in Cinema
wuensch 07-21-2004, 10:24 AM ---in the Tutorials-section.
Dont know if someone has taken care of this info before, but I thought I'd invest the time I saved on the character I now work on right now writing the small Tut for you guys.
Olli
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Good tip Olli, I would never of thought of that. Thanks.
acmepixel
07-21-2004, 02:56 PM
Very good tip Olli. I'm going to try it with the GreenBriar plugins. The CR2Loader plugin creates *partial* weight maps when importing and the developer has promised improvements. But in the mean time, the maps the plugin creates leaves a lot to be desired. (Lots of vertex *leaks* and incorrectly placed joint weights). Your tip may turn out to be a useful work-around.
Thanks.
wuensch
07-21-2004, 03:40 PM
works perfectly, no holes I can assure (just finished with my character).
Results are best when playing with the bone strength a little, I found the maps to become cleaner when setting the bones far away from the body (arms, legs) to 130-200 % to avoid accidental influence from the body-bones.
Olli
AdamT
07-21-2004, 04:01 PM
Great idea Olli!
Question: do you keep the support bones, and if so how do you deal with them in MB?
wuensch
07-21-2004, 05:58 PM
I keep the support bones-- just name them out of MBs naming convention and MB will treat them just the way they behave in Cinema, MB keeps them at the exact same place in hierarchy..
I just make sure that I have FAR less support bones then I would use in Messiah and rather paint a little weights to make the details behave more natural , especially in crotch and Armpit area. Makes it easier to see the cause of misdeformation.
With the character I am currently working on I had to delete one side of the legbones , paint the
LeftUpleg and the crotch support better into each other, then simply used bone mirror to restore the other half (for that reason I add a crotch support as parent of LeftUpLeg and dont paint additionally on the hip bone, because that way I can paint only one side and get perfect symmetrie again by mirroring )
But I get 75 % of the body deformation fast and nice enough for a smooth animation in MB with the export-import trick.
Of course I am not such a muscle-behaviour perfectionist as Steven Stahlberg is,
So I am content when it looks OK semi-realistic and I dont get creases.
Olli
bobzilla
07-21-2004, 07:02 PM
Olli: How would the workflow differ if I didn't go into MB afterwards? I've been looking for some way to either auto map or "auto Claude", and haven't even seen a plugin (other than Bonderland).
wuensch
07-21-2004, 07:14 PM
you could use the same procedure, of course.
But when not going to MB, it is not necessary to have absolute vertex, which means xou dont necessarily need weightmaps for all bones.
Olli
cyartist
07-21-2004, 11:19 PM
What the f--- I spent weeks painting bones. Great tip Ollie you the man.
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