View Full Version : skinning mouth....
ivo D 08-14-2003, 11:32 AM im going to bone my character..
and so im making a jaw bone to open and close my characters mouth..
but the lips on the inside of the mouth are going into each other a little and are.. very close.. and every point..
now how do i make my jaw.. with the lip below move with the jaw bone that im going to make....
im afrad the upper lip etc will go with the jaw bone to.. caus they are so close..
because the skinnig paramters.. those spheres you can scale in shapes.. dont go so precise..
how do i get this done?
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could you shows us a pic.. then i can getting a better understanding of the problem.
Also model your characters mouth slightly open, you can also skin via vertice rather than using the envelopes.
-eek
spacegroo
08-14-2003, 10:28 PM
Manual Vertex Weighting is what you'll need to use.
However, depending on your needs, using a morph target may be better, since you can create many specific facial expressions that would be difficult to achieve with just Skin.
-josh
yeah could do that even do layering add a morph over a skin modifier so you got mouth control with jaw but also morphs.
-eek
ivo D
08-15-2003, 01:20 PM
here is an image.. the mouth is shut.. , yea.. stupid me.. my mistake..
and on the inside you can see the two faces of top and bottom,, intersect each other.
that is my problem, i thought ,that when i use the envvelopes with skinning.. dont know how to call them.. but oke..
think you know what i mean..
it aint possible to select so accurate with those things.
bu i could just select vertices ?
wher can i find that.. is there some of documentation of it or is it just simple..?
i was planning to set up my character with bones.. and make a jaw bone..so i could open my mouth.. and from there morph it..
I also got the script of comit cartoon page.. charrigger
i put all the files where they need to be.. and run script but dont get a damn thing:(.. and it seems to me like a good thing to use..
has someone of you used it yet.. and know how to run it properly..
and if its a good way to go.. ?
one last question.. , do i have to rig the eyes in ? or could i let them be separate.. ? they i just turn them in moprhs or something
spacegroo
08-15-2003, 02:22 PM
There's plenty of documentation on manually adjusting the Skin weights of vertices. Press F1 and look up Skin Modifier in the Max Help files that ship with the program.
Also, sounds like you could benefit from checking out chapter 18 of the Max tutorials: "Using the Skin and Flex Modifiers"
That chapter explains envelopes, vertex painting, and so forth.
-josh
ivo D
08-15-2003, 03:39 PM
i was looking into some stuff. .how to get started with my rig..
i allready rigged a character once but it was ..pretty simple.. dont know .. what rig i used then in max 4
but now the rig in max 5.. that comes with it in the tutorials
also readable on Pepeland.com
isnt that one a little complex.. all that scripting and stuff..
or is it.. just needed and more wise to just use that way of rigging or is this one good to ?
http://www.maxtd.com/character/IK101/Rigging101.htm
i know there are many ways of getting the job done ,and its just a matter of what you prefer.. but i havent worked with them.. so.. what should i choose?
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