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View Full Version : Character Studio - Manually assiging weights


Seven
08-03-2003, 01:55 PM
Ive got the student version of CS which comes with no manual :( So im abit stumped at the moment. Im using CS to rig a high polygon face / neck / shoulder model. However I am finding it really hard getting the deform to work. This is my model from side on:

http://www.jonberry.pwp.blueyonder.co.uk/neck1.jpg

Now i know, on a basic lvl how to use CS, the vertex -> no blending -> Select -> Assign vertices etc. Im finding this hard to explain.

Look at this image:

http://www.jonberry.pwp.blueyonder.co.uk/neck2.jpg

There is the head section of the biped, 3 neck parts and the shoulders. The way ive assigned vertices at the moment is shown in the image.

Each faded green area is 'rigid vertices' linked to the individual biped parts. Now this does allow the mesh to move with the biped but its all angular and crappy.

What I want is something like this imagine. Here we go my amazing art skills coming into play.

http://www.jonberry.pwp.blueyonder.co.uk/neck3.jpg

I want a complete blending of the different sections so they all move with each other. Like you get with bones but using Phyisque.

However Ive no idea how to do this using the assign vertices option in CS. Ive tried re-assigning vertices already 'Rigid vertices' of for example 2 neck sections to 'Deform vertices' inbetween so they blend more but it doesnt seem to be working :(

Does anyone know of a good tut or could someone explain to be how I can achieve this. Hope ive explained that well enough.

:)

Thanks alot

Sev

update.. im using manually assigning in CS because when I use bones, bones seem to assign vertices to themselves in a spherical way, closes to them the heavier they are etc etc. For this I need to assign vertices in a thin wide sheet type way because I have lots of neck sections and I only really want the vertices on the same lvl as the neck biped section to be assigned to it. With bones I dont see how I can achieve this.

Now if that makes any sense to you then... hehe

Seven
08-04-2003, 12:41 AM
can anyone help me ?

chrisdejoya
08-04-2003, 03:43 AM
that was a shitload to read through, and i don't think the question came through clear enough...but anyway.

no, i don't think there is a way to weight verts in the same way Skin handles it. Character Studio seems to distribute weights evenly across every joint a vert is assigned to.

I may be wrong...I hope so.

grury
08-04-2003, 09:55 AM
Have you try to use Skin instead of Physique?? it may sort out your problems..is far easyer to set up and you can manually asign vertex weights.
And I dont see a point of using 3 neck bones, it just makes it harder to animate and to skin, normally 1 bone will be enough and in your case with a realistic human figure maybe 2 bones.

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