Maya
offers two main methods of binding a character to a skeleton: Rigid
and Smooth bind. We will be using smooth bind for the projects in this class.
Typical
smooth bind workflow:
- Delete all non-deformer construction history on the character mesh
- Bind character to the full skeleton using smooth bind, with the following options:
- Normalize weights: Interactive
- Begin establishing initial bind by painting weights. A good initial bind should correct any incorrect weighting (wrist joint influencing hip area)
- block in areas of 100% weighting on limbs/fingers on ONE side of character
- Mirror weights to complete initial bind, cleanup any post-mirror weight issues.
- Set keyframes and animate limbs from bind pose into problem poses
- Working from the extremities inwards, begin corrective weight painting for joints as needed on ONE side of the character.
- If needed, paint areas with the paint skin weights brush set to "smooth"
- Mirror skin weights again, cleanup any post-mirror weight issues. Paint skin weights with smooth option if needed.
- The easiest areas to establish good deformations on are areas such as the fingers, knee, wrist, head, etc. This is because there are fewer influences per vertex fighting for weight in these areas.
- The hardest areas to establish good deformations on are areas such as the hips and shoulders. This is because there are more influences per vertex fighting for weight in these areas.
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