Wednesday, January 2, 2013

BDA Progress 7 - Weighting

Skin-wrapping the armor with the female_0 body produced a good base to start from. I'm going through each piece and assigning weights manually now.

The most annoying part is, as usual, the front and rear tassets (anything that covers both legs, actually). Both thigh bones' influences abruptly stop in the middle of each tasset (look at the front tasset, on the right of the image). This means when the legs move, each side of the tassets passes through the other (they flip inside out) and stretch only in the middle (instead of gradually across the entire surface).

3ds Max 2011 still doesn't show skin deformations properly. And, as always, it is only in quadrants 2 and 3 on the XY-grid; well, it is always worse there. Quadrants 1 and 4 only show slight jiggling. The thing is, this jiggling/undesired deformation only occurs in Max, never in game. The jiggling comes regardless of how many bones are influencing. So, I can have only a single bone influencing a single vertex but, once I move the bone, the vertex's position fluctuates wildly.

Skin weighting - Nailed it.
I'm probably going to need a 75/25 thigh/calf split on the poleyns (knees). 50/50 causes them to change size and, as you can see in the jump, separate from the wrap that is supposed to hold them in place.

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