Monday, October 3, 2016

BSA228, Weighting the figure, 3 October, 2016

Windows_general editor_component editor-smooth skins
Select a vertex and when you follow that menu tree, you can see exactly what is exerting an influence on each vertex.  This is helpful if one vertex has gone rogue.  Each vertex's weighting should add up to 1.00.  Never take any one bone influence past 0.9 because the other bone information will disappear and you can't get it back.
I used this to figure out why the armpits were crimping so badly.  When weighting, put the fiugre into the poses they'll be doing so you can see how the weighting is affecting the other parts.

Replace with a  0 value takes the white away and means the highlighted bone is not influencing that area.  It should pop back into shape.

Add with some value all the way up to 1 adds white which means the highlighted bone has influence and it will deform as the character moves.
 Weighting can be refined when doing the walk cycle.
must also change opacity bar to get the painting to work
Oh, and hitting shift seems to help, sometimes.  I hate weighting.

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