PDA

View Full Version : Idea : Using Clusters to handle the skin weights


gromit
04-18-2005, 01:33 PM
I got an idea about weighting the character, OK, normally we paint the weights on the object when we bind the skin to a joint hierarchy, but in this way it is very hard to change the topology of the object, because you should paint the weights from scracth or use a script that averages the weights etc., instead binding the object to joints, make clusters for every joints and then paint the cluster weights and finally parent the joints to the corresponding cluster, it should be much easier I think, though I didn't tried this out yet...

do anyone have an idea of what would be the cons/pros of this technique...

john_homer
04-18-2005, 08:05 PM
I dont see any advantage of doing this.
its just the long way to the same thing... welll a messy version of the same thing actually.
and the only actual difference would be that with this technique you would not be able to normalize weights between clusters, and more history.
and also there is the "bug" with parenting weighted clusters, (they loose there weighting and act like they are all 100%)

there is really no difference between a "skin cluster" and a "cluster" (just the skin:)
they are both clusters.

if you want to change the mesh, just export the weights, change it then reskin.
there are scripts on highend3d to export/import weights both based on vert numbers and on worldSpace position.
or just apply a blendShape.

.j

gromit
04-18-2005, 09:02 PM
john_homer, thanks for your reply, this morning when I wake up with this idea it seems very clever to me :) but yes your right, doesn't makes any difference I think...

CGTalk Moderation
04-18-2005, 09:02 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.