Skinning
Skinning is the process of connecting geometry to the rig, it uses values between 0 and 1 in which 0 and 1 correspond to tone, with 0 being white and 1 being black, and decimal numbers making up the mid tones. One of the processes we will cover in this lesson is various forms of weight painting including the connection editor, weight painting with the brush, and the interactive weight paint.
There are two different kinds of binds, the Hard [rigid] bind, which can be either on or off [1 or 0] this is better for hard surface modelling, and the Soft bind which uses gradients for more organic movement.
To begin with, Hide the left_arm_layer in the display by toggling off the V.
We will need to test to see how the joints move, to do this we will need to add an animation to test the limits of the joints, this makes it easier to scroll through a timeline than manually move joints. First, on the timeline, every 10 frames pick a joint. For the shoulder, move the cursor to frame 0, right click on rotate y, and click key selected. On increment 10, move rotate Y to 100 degrees and then press key selected, then for increment 20, reset the rotate y to 0 and key selected. Now when you move the timeline, the arm should move. We will now need to repeat this step for each joint, below is the specifications for each joint.
elbow
right click on rotate y, click key selected
0 - key selected
10 - move -100 degrees key selected
20 0 - key selected
wrist
right click on rotate z, click key selected
0 - key selected
10 - move -60 degrees key selected
20 0 - key selected
Finger joints
right click on rotate z, click key selected
0 - key selected
10 - move -10 degrees key selected
20 0 - key selected
Thumb
X axis for the thumb joint
-90 degrees
Duplicating Keyframes -
You can duplicate Keyframes by shift and dragging over your keyframes and pulling them over to your next spot in the timeline. This makes the process go by much quicker.
Weight Painting -
Switch from your modelling menu to the Rigging menu and then find the skin menu along the top, there are various options for skin weights but for now we will need bind skin, and paint skin weights.
Later on however we will be using the component editor which can be found under the Windows tab, general editors and then component editors.
To bind the skin to the joints, first unhide geometry, this will work similarly to parenting by selecting and joining elements together. Under the skin menu select bind skin, this will connect joints and the geometry and will also add colour indicators to the joints. Now when you play the animation the skin and the rig will move, this is the basic bind. From here, we will need to adjust the settings in the bind skin. Under the bind skin menu there is a slider for max influences, change it to 1 and apply to rig and skin. This is a rigid bind
Component method
Weight Painting
Weight painting is another method to perform this function. You will need to locate the skin dropdown and then the paint skin weights menu. You will be presented with a brush function, which much like Z brush you can use the keybind b to make the brush bigger or smaller. On the left hand side, the tool settings is where all the options and joint components are kept. Before you begin painting, you will need to lock all joints that you dont want to work on currently.
In this case, we will be working on the elbow so lock all the wrist and finger joints. The tool menu should look like the image below.
Start off in replace brush mode and set opacity and value to one, once you have done that find and press the flood button. Like stated before, tone is dictated on a scale of 0 to 1 with decimals making up the gray tones in-between. We will first need to set our value to 0.5 and set our mode to add. Selecting Shoulder int, find the center line around the elbow, making your brush size smaller and painting around the joint. For the vertices below the elbow joint set value to 0.25 and go around and for vertices below the elbow joint [shoulder] set value to 0.75 and go around. For the top bit, set to one and colour in up to the joints making sure not to cover vertices youve already done, it might be worth changing the brush mode to replace rather than add at this stage to ensure that you dont end up adding together the values. It should end up looking like the image below.
We can then use this method for the lower half of the arm too as well as the wrist and fingers. This method is much less tedious than the component method and still allows for more natural movement of the joints and skin, however it takes a bit of fidgeting with the painting to get everything to look right.
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