|10 October 2012||#2|
rigging, animating and teaching
Join Date: Aug 2002
Contact Kees Rynen or there's the skin morph modifier, (I know, it's not exactley the same thing)
couple of things,
1. save a skinpose on all of the objects, skin, bones, helpers
2. clean-up your weights on all vertices with the remove weight tool set to 0.05 or less. (speed up the rig)
3. now 'animate' seperateley every articulation that needs to be corrected; one key, frame for each correction needed. You need to be on the correct frame to save and later edit the morph.
If more than 33°, 45° degrees, prevent two or more skinmorphs
4. save for each articulated bone a neutral, non deformed skinmorph before saving the others
5. save and name all your other skinmorphs before editing them
6. for each skinmorph, before editing, remove all vertices from the skinmorph, once you'll be editing them, only those vertices edited later will be added automatically. (this will speed up the rig also, skinmorph assigns all vertices of the mesh by default).
7. be sure while editing to select the correct skinmorph and to be on the right frame, things do get messed up cause of this
then there are a couple of things that are kind of special,
A. The morphs will correct on an angle between the articulated object and it's parent. Means that when you have for example, a shoulderbone parented to the neck as in Biped, when adding Skinmorphs correction to the articulation of your shoulder, these will get also activated when animating the neck, as the angle between the two objects changes!! In this case you might not want that. In this case you can add a intermédiate small bone between the two. You should do this before adding the skinmorpher. The small bone should be blocked to prevent any animation.
B. Personnal tip:
- morphs might react strange in combination of several rotation.
- the best way I did fine to prevent surprises; Make sure all twists are skinned and work perfect before adding skinmorphs. This on arms, shoulders, legs, neck, spine etc... . Combining skinmorphs with the three rotations is very very very hard.
- SkinMorph is not a muscle bulging tool, even if it may do the job for simple things.
Sorry for the english if errors,
The order of imagination is not that of memory.
|10 October 2012||#3|
Join Date: Oct 2002
Not available yet but:
Think half way through it shows you additive morphs.
Renderfarm hire available @ www.hotknife.co.uk
|10 October 2012||#5|
Join Date: Sep 2003
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