|09 September 2012||#1|
Join Date: Sep 2007
Bones, Trying to understand.
For the longest time I always avoided dealing with animation because just learning the basics that people say are simple frustrate me to no end. I feel as if I'm missing a frame of thought in the workflow.
However, I came back to do some work on it, and I'd like to ask for some more experienced guidance on a project.
I use Max 2010.
Here is the model, and the bone layout.
The model with the bipod inside it:
Trying to break this down. I started to paint weights. I understand that with this area, the circled parts seem to have the most pull and I feel as if those are the areas I want to essentially "smooth" out. I feel as if creating smooth edgeloops is probably the best way to view it.
So here is the before:
and now the after:
It feels like if I can resmooth the area and create clean edgeloops that the model will bend more fluidly. Is this the correct frame of thought to keep in mind?
Also... How do I soften weights. For example the area I have circled here.
I'm a visual hands-on thinker myself, and I wanted to explain as best as possible. I feel that this is probably the best way. I want to be on the right track, ans figure this out as best as possible.
If any experienced max users could give me guidance and help get over this looming fear of animation, I'd appreciate it. : )
|09 September 2012||#3|
Tel aviv, Israel
Join Date: Jul 2008
well dan before me is right but Ill add a few more words...
you should remember that each vertex point has a total value of 100% weight
and this weight is being divided between the bones or to one bone only when its color is red.
so.. you shoul go to the next arm bone and mix the weight so the low arm bone
will not have all the 100% weight..but try and balance between the 2 boned and spred the weight for optimal result..
it is a mind fricking subjext when you start but after you get it ..its much easier
also I recoomend you to use CAT RIG which is much more fun to use ..
I never used the biped myself ... and also remember that the skin modifier also comed
with another midifier you can use : skin morph...which helps alot to fix weight problems
check foot tutorials on youtube..
best of luck!!
|09 September 2012||#4|
Join Date: Jun 2002
If you don't have the work flow of Skin worked out please don't start trying to fix your mistakes with Skin Morph as it will only lead to more issues. Skin Morph should only be used to correct the short comings of linear weighting and not a poor understanding of how to setup and weight paint linear weighting.
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