Help at skinning this character

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  02 February 2010
Help at skinning this character


this character was part of an online tutorial. i rigged it on my own and now i'd like to skin it to the skeleton. i already started a few days ago, watched the gnomon skinning video but i just cant get it to work correctly. i'd like to start again.

at first, this is the character:

I have the most problems with the spine/neck and the arm bend. i just dont know how much influence each vertex should have, how much weight etc. dont get me wrong, i can make it work, but i would like to have it almost perfect. and i'm really at the point where i think that i dont know where to go to get it look good. i need someone here who has experience doing it and guide me to a good worklow.

I never "paint" the weights by the way, i always select the verts and type in the weights numeber (most of the time its .5 or 1).
  02 February 2010
First off, what you're doing when you make a rig its giving the character a means of telling it where it is allowed to bend. Wherever there's a joint, it gets to have influence on a certain number of vertices (which is what painting skin weights is). So when you're painting skin weights, you are just painting a visual depiction of how much a certain joint will pull the vertices around it.
When painting skin weights you should set your opacity pretty low (.3 at the highest) and tend to paint whiter where you want the joints to pull the vertices more. So on a finger, you should have as white as you can on the knuckles and slightly whiter on the inside. It's something you'll get a feel for the more you do it.
Hope this was helpful

Last edited by DeltaAddiction : 02 February 2010 at 04:45 PM.
  02 February 2010
You should definitely use the paint skin weights tool rather than the component editor to skin joints. What I do is move the arm in a certain position, and paint the weights to make it bend correctly, then move the arm back to its default position etc so you know how much weight to use, rather than paint a bit, move the arm ... o looks wrong, paint a bit more etc.
  02 February 2010
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