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Randize
11-07-2006, 12:10 PM
Hi. I'm quite new to skinning but I already know the basic of weight shifting except that I'm not very sure what I'm doing is right.

Anyway, I have a model here, it's actually a stick figure, no fingers, no toes and no neck. It's just a simple startup for me to begin basic animation but I'm stuck here at the skinning process. The head is not attached to its body so the neck area is out of consideration in this case.

I have a few question here to ask along with the pictures of my model:
1. Is my model well-tesellated? Especially the hips and shoulder area, for full ball-and-joint movement.
2. Anything else I need to keep in mind before skinning the model?

Model: Stick Figure
Polygons: 1102

Front:
http://img.photobucket.com/albums/v299/einstei/help/fll_f.jpg
Side:
http://img.photobucket.com/albums/v299/einstei/help/fll_s.jpg
Back:
http://img.photobucket.com/albums/v299/einstei/help/fll_b.jpg

rigwrxxs
11-09-2006, 10:24 AM
I think you should just weight it, its not terribly high poly skinning, so skin it, start with the trouble areas first, which I believe are going to be the hips/shoulders/clavicles. If they don't deform the way you want it to, you can go back to a preskinned version and send more edgeloops where they are needed. My guess is that you may need more edgeloops that run up and down the arm which should followthrough to the body, same with the hips. after you test a bit of what it will deform like, you might find that other loops might not be needed, and you may be able to omit them.

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