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jav
02-12-2003, 08:17 AM
at this im kindof new. I dont want to mess things up so i ask you all.
I have my character
I have my skeleton

can I skin it and then make changes or additions to my skeleton or will this seriously screw my guy?

darren_t
02-12-2003, 08:25 AM
it would only affect the areas you change. youd have to redo your envelopes on those bones. but other than that it shouldnt really.

ivo D
02-12-2003, 08:30 AM
oke ..a short explanation..

yes you can just skin him..

a lot of tutorials give you a good view on skinning.. but it aint difficult.. in a easy model.

just select the skin modifier..and start skinning (look at 3dtotal ,joan of arc .. or look it up in google.. but .. the tut in max is good enough.. theres nothing more to it than ther is told in that one.


but oke ,to get to the point.. yes just skin..skinning ..in simple terms.. give the bones rings around them as you will see...
and you can make them bigger and smaller to fit your mesh..
just like uvw modifiers.

so make the skinner spheres.. big enough to let the mesh fit into it.. , than when the bones move.. the mesh that is in the skinned ratio part will move with the bone.

so yes you can just make modi's in your model.


but for example when you make big spikes ,or a backpack on your character ..something like that.. it will probably stick out of the skinner modi's ratio.. it wont fit in the loops anymore..
so than just go back in the skinner modifier and make it so..that it fits in it..make the rings bigger..so that also the spike or the backpack ..will move with the bones you want it to..

thats about it..

every basic thing is easaly found on the net.. :)

srry for my long explanation... i can really blabla :)

Mahlon
02-12-2003, 01:07 PM
You can go back and make modifications, but sometimes it's a little tricky. If you're using max 5, you can also set the Skin Pose, but again there are a couple of things to keep in mind.

In max 5,
1. If you want to move the bones in relation to the mesh (say move an arm bone a little further up, go into the skin modifier and turn off 'always deform', then go into bone edit mode and move your bones around. When you're done, go back to skin modifier and turn on 'always deform.

2. If you're moving a bone in an hi/ik chain (like the leg, or sometimes arms), before you move it, go into the ik chains motion panel and check off "enable" so that ik is temporarily disabled. Turn it back on when through.

3. If you want to move verts in relation to bones, just go to the sub-object level of your model and move your verts, but be sure you are in the original neutral position (usually frame 0) in which you applied the skin modifier. (This is where Skin Pose mode in max 5 helps some). You might move verts out of the influence of bones, so you have to check when you're through that things are deforming correctly.

Mahlon

:beer:

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