View Full Version : Weighting techniques...
Infinity3d4life 10-11-2002, 12:40 AM i just bought the Character Animation book by tim Mcabee, and while his technique of point weighing is pretty neat it seems that it is pretty time consuming.. I was wondering if anyone has a pretty simple way of setting up weights for bones that can give good results.. I think i could use the point weighing for editing purposes, but not for setting up the initial maps.. Any thoughts??
My real problem comes in the underarm area, and groin area.. I get really p-oed when weighing an object...Any help would be great..
Mike RB, Proton, Chewey, Cman, anyone??
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oh yee i also would like to know that, i already figure that the modelling can solve some problems, or simply by adding extra bones, but i am still in deep sea,
especially in the shoulders area
proton
10-11-2002, 01:29 AM
I found Timothy Albees book is the best....with the mirror weights tool (www.flay.com) it is pretty fast...weights are kind of an art form....you have to play with the settings to get them just right...you will get faster at it the more you do...
Infinity3d4life
10-11-2002, 02:40 AM
Yeh i think his techniques are great, but i wish he would have went into a little more detail on areas like the shoulders, underarms, and crotch/groin... I'm not really that bad at it but it frustrates me to death.. I remember seeing a post where Mike RB said that he used one weight map for the whole arm, or something like that.. Can't find the post now though... I will keep trying and see what i come up with...
Ayreon
10-11-2002, 09:03 AM
I think vertext paint is a good start. Build your mesh, add skelegons, put them in the same layer as the mesh and run vertex paint. Let it caculate the weightmaps. Then test the deformations in layout and only tweak the points that need adjustment.
Ayreon
proton
10-11-2002, 02:10 PM
yeah...alot of people over look vertex paint....check out soem info here:
http://www.lightwave3d.com/tutorials/vertexpaint/index.html
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