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CGDD 4113 SKINNING
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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.

Jan 21, 2016

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Buck Farmer
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Page 1: 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.

CGDD 4113

SKINNING

Page 2: 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.

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

Page 3: 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.

PARENTING• Each cylinder to each bone

• Test via rotations

Page 4: 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.

RIGID BINDING• Two skeletons, one NURB and one poly – each subdivided 10

• Skin->Bind Skin->Rigid Bind

Page 5: 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.

EFFECTS OF BENDING• Polys are made of vertices

• NURBS are defined by CVs

Page 6: 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.

MEMBERSHIP• Edit Deformers->Edit Membership Tool

Page 7: 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.

FLEXORS• Type of deformer to prevent cracking

• Useful for polygons

Without Flexor With Flexor

Page 8: 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.

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

Page 9: 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.

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

Page 10: 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.

SMOOTH BINDING• Skin->Bind Skin->Smooth Bind

• Sweet == true

Page 11: 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.

WEIGHT PAINTING

• Not coveredin this book

• Something goodto look into

• “Paint” how mucha bone willinfluence vertices

Page 12: 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.

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

Page 13: 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.
Page 14: 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.

RIGID BINDING• Eyes (to eye joints), eyelids (to head joint) and collar (to neck)

Page 15: 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.

WEIGHT PAINTING

• Try bending theshoulder…

• Experiment withweight painting!

Problems

Page 16: 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.

JOINT DEGREES OF FREEDOM AND LIMITS• A way of restricting how the joint moves

• Found in the Attribute editor