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CGDD 4113 CGDD 4113

CGDD 4113 - PowerPoint Presentation

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Uploaded On 2016-07-14

CGDD 4113 - PPT Presentation

Skinning What is SKINNING The process of binding a skeleton to a mesh M ethods Parent binding Requires models to be separate Individual mesh is parented to individual bone Rigid binding ID: 403522

lattice binding rigid bind binding lattice bind rigid joint bone flexor smooth keys driven painting skin set membership edit

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Presentation Transcript

Slide1

CGDD 4113

SkinningSlide2

What is SKINNING?

The process of binding a skeleton to a mesh

M

ethods:

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 bonesSlide3

Parenting

Each cylinder to each bone

Test via rotationsSlide4

Rigid Binding

Two skeletons, one NURB and one poly – each subdivided 10

Skin->Bind Skin->Rigid BindSlide5

Effects of Bending

Polys are made of vertices

NURBS are defined by CVsSlide6

Membership

Edit Deformers->Edit Membership ToolSlide7

Flexors

Type of deformer to prevent cracking

Useful for polygons

Without Flexor

With FlexorSlide8

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 boxSlide9

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 bicepSlide10

Smooth Binding

Skin->Bind Skin->Smooth Bind

Sweet == trueSlide11

Weight Painting

Not covered

in this book

Something good

to look into

“Paint” how much

a bone will

influence verticesSlide12

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 eyeballsSlide13
Slide14

Rigid Binding

Eyes (to eye joints), eyelids (to head joint) and collar (to neck)Slide15

Weight Painting

Try bending the

shoulder…

Experiment with

weight painting!

ProblemsSlide16

Joint Degrees of Freedom and Limits

A way of restricting how the joint moves

Found in the Attribute editor