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View Full Version : Question about Skin Wrap in Max 8


archanex
08-30-2006, 06:21 AM
Hey guys,

I decided to create my own version of this familiar character so I could do some animations with him, but I've run into a bit of a hurdle I was hoping you all could help me with

http://www.twigpeople.com/dmo/Cg_Talk/mike4.jpg

http://www.twigpeople.com/dmo/Cg_Talk/mike3.jpg

Obviously the image on the top is a screenshot from the movie and the one below is a screenshot of my model, Notice that the characters eye is not perfectly spherical, This makes things much more difficult, but it was in fact a design choice.

I've been trying to come up with a way to rig his eye lids to accomodate for this odd shape. So far the best I have been able to come up with, is if there was a way I could use the Skin Wrap to wrap a low poly control object inside of the high poly model I could then either make morph targets on the low poly control object to open/close the eye, or even better is if I could just animate the slice parameter to handle the blinking.

http://www.twigpeople.com/dmo/Cg_Talk/mike2.gif
http://www.twigpeople.com/dmo/Cg_Talk/mike1.gif


The only problem with this method is that I don't know how I can tell the Skin Wrap Modifier to be weighted a specific amount to specific vertices. It is my understanding that the Skin Wrap modifier works based on proximity from the control object to the base mesh. Because of this, it's very difficult to separate the influence of the top lid control object from the bottom lid control object. Please help!

PEN
08-30-2006, 01:06 PM
Pass it a soft seletion up the stack.

Also another way to handle none round eyes is to use an FFD space warp around a round eye and squash it with the FFD. The eye and lid will then work as though they are round but then get squashed by the FFD.

archanex
09-04-2006, 09:54 AM
Hey thanks for the reply Paul! I've been a big fan of yours for some time now.

I had tried the space warp thing before. and it works well for most characters, but with this character I had a very difficult time getting the space warp to be as precise as I would like. I had to stack FFDs on top of each other just to get the shape that I wanted, the problem is, after a certain point the FFD's will start to skew the rotations in weird ways (similar to the way scaling skews rotations in weird ways). So that didn't work for me

Passing the selection up the stack seems to work great though, thanks a lot man! Cheers!

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09-04-2006, 09:54 AM
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