cgdd 4113 skinning. what is skinning? the process of binding a skeleton to a mesh methods: parent...
TRANSCRIPT
CGDD 4113
SKINNING
WHAT IS SKINNING?• The process of binding a skeleton to a mesh
• Methods:
• Parent binding
• Requires models to be separate
• Individual mesh is “parented” to individual bone
• Rigid binding
• Vertices closer to a bone will follow that bone
• Lattice binding
• Create a lattice deformer, rigid bind the lattice to the bones
• Smooth binding
• A vertex or CV can be influenced by multiple bones
PARENTING• Each cylinder to each bone
• Test via rotations
RIGID BINDING• Two skeletons, one NURB and one poly – each subdivided 10
• Skin->Bind Skin->Rigid Bind
EFFECTS OF BENDING• Polys are made of vertices
• NURBS are defined by CVs
MEMBERSHIP• Edit Deformers->Edit Membership Tool
FLEXORS• Type of deformer to prevent cracking
• Useful for polygons
Without Flexor With Flexor
SET DRIVEN KEYS• Can set keys for the flexor in various positions
• Animate->Set Driven Key->Set
• The middle joint’s Y rotation will “drive” the points of the flexor lattice
Note: When the book says “Zero the rotation”, just clear them in the channel box
LATTICE BINDING• Create a lattice deformer for the polygon
• Rigid bind the root joint to the lattice
• Finish by changing the ffd1 node (local influences) to 4
• Gives a much smoother appearance
• Easier to edit membership! Lattice CVs vs. vertices
• Can also use Driven Keys to define a bulge for the bicep
SMOOTH BINDING• Skin->Bind Skin->Smooth Bind
• Sweet == true
WEIGHT PAINTING
• Not coveredin this book
• Something goodto look into
• “Paint” how mucha bone willinfluence vertices
GETTING BACK TO OUR CHARACTER…• Start by setting the preferred angle (RMB on the pelvis joint)
• Select only joints that should affect the mesh
• Best done in the Outliner view
• Use Smooth Binding!
• Wireframe turns purple
• Smooth bind the eyeballs
RIGID BINDING• Eyes (to eye joints), eyelids (to head joint) and collar (to neck)
WEIGHT PAINTING
• Try bending theshoulder…
• Experiment withweight painting!
Problems
JOINT DEGREES OF FREEDOM AND LIMITS• A way of restricting how the joint moves
• Found in the Attribute editor