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Transcript
00:04
So here we have a fully weighted model
00:07
at this stage. I would say this is a first pass on the skin weights.
00:12
They aren't final just yet,
00:14
but they are good enough that we can continue with the rigging process.
00:19
The good thing about the waiting is that we can
00:21
continue to tweak the values as we build the rig
00:24
and also after it's finished.
00:26
So don't worry if they aren't perfect just yet.
00:31
I have a few final tips
00:34
first. It's a good idea to use a prune small weights tool from time to time.
00:39
This can be found here under the skin menu.
00:42
This will remove any weights under a set value.
00:45
So here it will remove any that are under 0.01.
00:50
These are super small influences. So it's best to clear them out.
00:54
All may I will do is take any weights
00:56
under this value and redistribute them to the surrounding joints
01:02
next.
01:03
And you should probably do this right at the end
01:05
of the rigging process once the rig is final,
01:08
but remove any unused influences.
01:12
Now, unreal will ignore any joints that don't have any weight values.
01:17
So it's not essential
01:18
but it's just good housekeeping.
01:21
Finally back up, the weights
01:24
simply go to deform export weights to save them.
01:28
Having a backup is essential because you never know you might inadvertently
01:32
break the skin whites or which has often happened to me,
01:36
the whites just go wild for no reason.
00:04
So here we have a fully weighted model
00:07
at this stage. I would say this is a first pass on the skin weights.
00:12
They aren't final just yet,
00:14
but they are good enough that we can continue with the rigging process.
00:19
The good thing about the waiting is that we can
00:21
continue to tweak the values as we build the rig
00:24
and also after it's finished.
00:26
So don't worry if they aren't perfect just yet.
00:31
I have a few final tips
00:34
first. It's a good idea to use a prune small weights tool from time to time.
00:39
This can be found here under the skin menu.
00:42
This will remove any weights under a set value.
00:45
So here it will remove any that are under 0.01.
00:50
These are super small influences. So it's best to clear them out.
00:54
All may I will do is take any weights
00:56
under this value and redistribute them to the surrounding joints
01:02
next.
01:03
And you should probably do this right at the end
01:05
of the rigging process once the rig is final,
01:08
but remove any unused influences.
01:12
Now, unreal will ignore any joints that don't have any weight values.
01:17
So it's not essential
01:18
but it's just good housekeeping.
01:21
Finally back up, the weights
01:24
simply go to deform export weights to save them.
01:28
Having a backup is essential because you never know you might inadvertently
01:32
break the skin whites or which has often happened to me,
01:36
the whites just go wild for no reason.