CGDD 4113 SKINNING. WHAT IS SKINNING? The process of binding a skeleton to a mesh Methods: Parent...
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Transcript of CGDD 4113 SKINNING. WHAT IS SKINNING? The process of binding a skeleton to a mesh Methods: Parent...
![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.](https://reader036.fdocuments.net/reader036/viewer/2022062322/5697bff11a28abf838cbb68c/html5/thumbnails/1.jpg)
CGDD 4113
SKINNING
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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.](https://reader036.fdocuments.net/reader036/viewer/2022062322/5697bff11a28abf838cbb68c/html5/thumbnails/3.jpg)
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.](https://reader036.fdocuments.net/reader036/viewer/2022062322/5697bff11a28abf838cbb68c/html5/thumbnails/4.jpg)
RIGID BINDING• Two skeletons, one NURB and one poly – each subdivided 10
• Skin->Bind Skin->Rigid Bind
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EFFECTS OF BENDING• Polys are made of vertices
• NURBS are defined by CVs
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MEMBERSHIP• Edit Deformers->Edit Membership Tool
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FLEXORS• Type of deformer to prevent cracking
• Useful for polygons
Without Flexor With Flexor
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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.](https://reader036.fdocuments.net/reader036/viewer/2022062322/5697bff11a28abf838cbb68c/html5/thumbnails/9.jpg)
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
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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.](https://reader036.fdocuments.net/reader036/viewer/2022062322/5697bff11a28abf838cbb68c/html5/thumbnails/11.jpg)
WEIGHT PAINTING
• Not coveredin this book
• Something goodto look into
• “Paint” how mucha bone willinfluence vertices
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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
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RIGID BINDING• Eyes (to eye joints), eyelids (to head joint) and collar (to neck)
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WEIGHT PAINTING
• Try bending theshoulder…
• Experiment withweight painting!
Problems
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JOINT DEGREES OF FREEDOM AND LIMITS• A way of restricting how the joint moves
• Found in the Attribute editor