New to Weight Painting

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  09 September 2012
New to Weight Painting

Hello! I am new to this site, and relatively new to Autodesk Maya, as well as 3DS Max and I was wondering if anyone could offer their opinions or personal methods that they would use to paint and weight a specific model.

More to the point, I've successfully painted weights on a League Of Legends Red Minion, and it moves and animates quite nicely with the .skl. However, I'm having a very hard and frustrating time painting weights on the blue minion.

Here's a screenshot of the little guy.



I am fully aware that the best possible way to smooth-bind or paint weights on a character, is to have the character be in a T-formation, however the model that I have obtained was in this pose when I got it, so I have to work around that somehow.

I am also somewhat certain that the best way to paint anything is to start at the root, and work outwards, however I am having little success in this, (perhaps because of my lack of knowledge and expertise in this).

Any help, suggestions, comments or anything would be greatly appreciated

Thank you
 
  09 September 2012
First, repose it.


Reposing should be pretty simple. You dont want to rig with his arms all the way down like that, they should be relaxed t-pose unless you like gimbal lock and terrible folds on the shoulders. this model looks pretty simple, just select points, hold b and drag mouse to set your falloff distance (use surface falloff mode), click insert on the keypad (may have to toggle num lock) to set your pivot at the shoulders and rotate the arms out. repeat as needed with various transform tools to get your model into a proper bind pose.

to open the soft falloff panel, just double click on any of the transform tools.


then use the new heatmap skinning, it should get you in a much better starting point than traditional skinning.

then tweak the weights to finalize and you will be done in two jiggles of a jack rabbits ass.
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Last edited by stooch : 09 September 2012 at 08:22 PM.
 
  09 September 2012
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