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deatheater4ever
09-21-2007, 10:57 AM
Hey Fellas ,

I,m skinning this charachter and I want to show volume on his biceps and later other parts. I have already skinned this charachter and now I'm using a technique to add influence objects as shown by Alex Alavarez in his Skinning 4 Tutorial Series.
Well he has explaines very well how to add a poly object as an influence object, but what I want to do is use the influence object's vertices as well to influence the mesh so when I tweak the vertices of the Influence Object the vertices of the mesh should also move .......so what or how do I do it ?
I should also explain what I did. I first used the Create Poly tool and while snapping to vertices created a poly shape in the shape of the bicep region as seen in the
pics. I then added divisions to the shape with the Split Polygon Tool and shaped the poly object like the bicep. I then selcted the mesh , then selected the influence object and then used Add Influence with Use Geometry off and Weights Locked On with a weight of zero. Then I selected all the respective vertices I wanted to influence and gave them 0.5 weight to the Influence Object through the Component Editor.
I hope Im making sense about what Im trying to say coz this is a lengthy process and what I'm writing above might confuse you.
All I want to know is how can I use the vertices of the Influence Objects to give the mesh a proper bicep shape when the elbow is rotated ??





http://img169.imagevenue.com/loc1136/th_71517_inf_1_122_1136lo.jpg (http://img169.imagevenue.com/img.php?image=71517_inf_1_122_1136lo.jpg)
http://img23.imagevenue.com/loc1002/th_71520_inf_2_122_1002lo.jpg (http://img23.imagevenue.com/img.php?image=71520_inf_2_122_1002lo.jpg)
http://img169.imagevenue.com/loc1010/th_71526_inf_3_122_1010lo.jpg (http://img169.imagevenue.com/img.php?image=71526_inf_3_122_1010lo.jpg)

dragst
09-21-2007, 05:00 PM
If you are trying to exchange vertex info between two meshes then they should have the same poly count. This method is possible within maya but as i said works with identical meshes. Well i guess you are over comlicating the process of making a bicep. you can use the current influence object and have a blendshape to it or a deformer or a lattice or even some other custom control so it can retain the muscle volume. If u are trying to do it without the influence object then a morph target is the easiest way although a joint setup can be created to have the S&S effect but can get a little messy.
So I'll say either have a blendshape to the mesh or to the influence object which ever suits you better.
I hope this helps!!!

I'll try to get more information on this vertex thing.

deatheater4ever
09-21-2007, 05:37 PM
Hmm ,the blendshape idea is quite good ,have to try it out . It may seem over complicated but without using influence objects the mesh looks horrible . Looks like a balloon whose air is running out ...i 'll give the blendshaped idea a try .....thanxs for looking into this thread

bsb312
09-26-2007, 06:00 AM
bring up the option box when you are adding an influence. make sure the use the geometry check is indeed checked. from there you can do whatever you want to the influence on the component level. I recomend applying some dynamics to the influence to get a jiggle effect.

sloggo
09-26-2007, 07:10 AM
bring up the attributes of the skinCluster node and check the "use component" checkbox.

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