Skinning the model - Part 1



                As I have finished building the custom rig (skeleton) for the model several weeks ago, I’ve now moved on to the skinning phase of the project. However, before starting I have watched several tutorial videos I’ve found on the internet to accustom myself with the controls and various options first.

            I have started the process by selecting all the bones but the IK and FK ones, nubs excluded. To make it easier, I have saved the selection so that I can select all the bones quicker next time. I have then added a ‘Skin’ modifier to the model that bound the mesh to the bones. Now if I moved the forearm bone, the model’s arm would have followed.



            After binding the mesh to the bones, I have then started the actual ‘skinning’ process. Now, there are several different ways in which a model can be skinned:
  • ·         Using envelopes
  • ·         Weight painting
  • ·         Working at a vertex level
            Because my model is a rather low-poly count one, (making the individual selection of vertices rather easy, especially since I was using the ‘Lasso’ selection tool) I have ultimately chosen to work at a vertex level, using the ‘Weight tool’ to add or remove weight from the selected vertices. I figured I will start from the feet of the model and work my way up to the top.



It wasn’t long until I’ve encountered a small scale problem under the form of several vertices crashing into each other due to poor weighting, with a rather ‘unnatural’ looking mesh deformation as a result.



As I have never done this before, it took me a bit to figure out that the weight distribution of the vertices should slowly decrease instead of abruptly making the transition from 100% weighted vertices to null vertices. In that regard, I have set the nearby ankle vertices to slowly decrease from 100% to 75% of the weight and then ending with a few set at 25%. The result was a smooth mesh deformation upon bending the ankle in various positions.



I kept skinning the model, slowly increasing in speed over time as I was gaining experience. The most difficult parts to skin I reckon were the thighs, because of the large amount of mesh deformation that has to take place upon lifting the legs. I ended up  with this vertex weighting setup for both legs of the model.



Doing so resulted in having decent mesh deformations upon playing around with character’s right leg. Although things could definitely see improvement, I am fairly happy with the current results after trying out skinning for the first time ever.





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