![]() I end up with three buttons, one for the extreme inward, one for the extreme outwards pose and one for my standard bind pose. I sellect all the operations i have done from the Script editor and make a shelf command to quickly access the poses. ![]() Black (or 0) = classic linear.Make two poses on my rig, one an extreme inward pose the character folding in on itself, and an extreme outward pose. I have not done bench testing here, but assume that full Dual Quaternion could slow theįigure 8.10 White (or 1) = full Dual Quaternion. This will allow areas to be calculated to preserve volume and others to stay calculated asĬlassic linear. This is the map that indicates which area isĬlassic linear and which is Dual Quaternion. Weight Type from Skin Weight to DQ Blend Weight. Return to the Paint Skin Weights Tool that you should be familiar with and this time switch the Keep the option of weight blended.įigure 8.9 Weight blended between classic linear and Dual Quaternion. Painted map that tells it which area should be Dual Quaternion and which area should be classic Joint gain a little volume: see Figure 8.9. Find the skinĬluster node and change the skinning method to Dual Quaternion you’ll see the geometry around the First there is the classic linear skinning: see Figure 8.9. Let’s look at that joint to see what the different smooth bind Introduction of dual quaternion skinning. There have been many methods for dealing with this in the past. When a shoulder or wrist or joint is rotated, the volume is not kept and the jointĬollapses. Twisting or collapsing shoulder and wrist joints. Simply turn on X-ray Joint mode and turn it off again. If your joints show up in X-ray mode even though it is turned off, Joints showing up in X-ray, even if the option is turned off. Skin should stretch as the bottom beak opens.Ĥ. Paint in this “jiggle” around the bottom of the eye or anywhere where the To do this, select the bottomīeak joint and use the Smooth paint operation or the Add operation with a very small opacity and value. Say, for example, when the beak is open and closed,Ī small bit of skin around the eye should move slightly, too. The smallest of influence in fleshy areas. Wanted Jiggles: A great way to get a good look and feel of stretching skin is to add in just After most of the skinning has been done, select the Geometry and click on Skin>Editģ. Unwanted Jiggles: Often small numbers of movement will creep into the skinning and cause This option is also in the Paint Skin Weights Tool Box.įigure 8.6 Painting skin weights on the tongue area.Ģ. Sets the skin assignments based upon the neighboring weights. To fix this select the Vertex and choose under Skin>Edit Smooth Skin>Weight Hammer. ![]() Some other joint-for example, the vertex in this wing. Pokies: Where a vertex does not move with the area of geometry around it but moves with Let’s go over some problems in skinning and what to do about them:ġ. Remember to put all joints back to their preferred angle (assume preferred Switch to the rotation tool and rotate the bottom beak to see that the tongue stays with the Geometry move to match the tongue joints.Ĩ. As you paint out the influence you will see the tongue With the bottom beak joint selected, use the Replace operation and a value of 0, to paint out Theīottom beak joint in mine has 100 percent ownership, too (it is all white when selected).ħ. In the Paint Skin Weights tool box click on other joints to see what influence they have. Using the hot key “ b ” and dragging from left to right resize the brush tool.Ħ. Using the Add operation and a value of 1, paint in the tongue areas of influence for each joint. If you right click on the tongue joint and in the hot box menu select the north-most box Select Influence then the joint will be selected and you can see the black and white representationĤ. Painting weights window, much like what you have seen before.ģ. Select Skin>Edit Smooth Skin>Paint Skin Weights Tool (option box). The interactive tubes were a little cumbersome in this area. Bottom beak is rotated open, the tongue goes with the beak more than it stays with the tongue joints.
0 Comments
Leave a Reply. |