














Once the model is skinned, paint and then mirror the skin weights to achieve natural deformation in your model.
Transcript
00:04
We have the skeleton and the model is now skinned.
00:07
So let's take a look at updating the skin weights.
00:10
The first thing to do is quickly pause. The character
00:14
just use rotations for now.
00:16
We want to see how the current weights are looking.
00:20
It's usually best to work on the ways with the area paused.
00:24
So we can see here that the knee needs work.
00:29
Let's pause the arm to,
00:33
so we can now see how broken the model is looking with the default weights.
00:39
The way I tackle waiting is to first block in the main areas around each joint.
00:45
So let's start with the pelvis.
00:47
I will probably speed up the video in some sections from here onwards.
00:51
So don't worry if it looks like I'm working really quickly
00:55
set opacity and value to one. So we can assign exact full weights
01:01
to adjust the brush size. Simply hold down b and scrub with the left mouse button.
01:07
So we know that the crotch area needs to be fully weighted here.
01:10
So work your way around
01:12
up over the hip and around the back.
01:16
This is just rough, remember
01:19
and just stick with the left side for now,
01:22
right? Click on the next joint up and choose, select influence.
01:27
We can see that this has quite a big influence. So let's pull some of this back for now,
01:32
set value to zero. So we can remove the influence instead of add it.
01:38
And let's paint out this section.
01:40
We could use a harder brush here too.
01:44
All we want is the section which the joint is spanning weighted
01:48
paint out this down here.
01:59
OK. Next joint
02:02
and let's remove this area here.
02:11
OK. So we focus mainly on the left side. So let's update the right now.
02:17
All we need to do is select the model
02:21
and go to skin mirror, skin weights and open the options.
02:26
What this will do is mirror the waiting values across the model for us.
02:31
YZ is the axis we are going to mirror across
02:35
and this is the same setting we used when we mirrored the joints
02:39
and we need to mirror from the positive side to the negative. So left to right,
02:45
there are lots of other options to play with here.
02:48
Closest point on surface will match the weight to the
02:51
closest point on the opposite side of the model.
02:55
Rast uses a fancy ray
02:57
casting algorithm to decide the best points to sample from each side.
03:02
Closest component will match the closest vertices
03:07
with a symmetrical model like ours. The default options are fine
03:12
for more advanced mirroring options,
03:14
you can also choose how the components on
03:16
either side are associated with each other.
03:19
But for us again, the default settings will work.
03:23
And finally, we can choose to normalize the weight values when mirrored
03:26
to make sure they stay between zero and one,
03:30
we can leave this for. Now,
03:32
if I apply this, now
03:35
you see we get some errors with the model.
03:37
The vertices on the right side have jumped away
03:40
from the model because the weights haven't mirrored correctly.
03:44
This is because the left side is posed. So we need to reset it.
03:49
OK.
03:50
That's reset.
03:52
Now, let's try again.
03:55
So if we look at the weights, now
03:58
you can see they are symmetrical.
00:04
We have the skeleton and the model is now skinned.
00:07
So let's take a look at updating the skin weights.
00:10
The first thing to do is quickly pause. The character
00:14
just use rotations for now.
00:16
We want to see how the current weights are looking.
00:20
It's usually best to work on the ways with the area paused.
00:24
So we can see here that the knee needs work.
00:29
Let's pause the arm to,
00:33
so we can now see how broken the model is looking with the default weights.
00:39
The way I tackle waiting is to first block in the main areas around each joint.
00:45
So let's start with the pelvis.
00:47
I will probably speed up the video in some sections from here onwards.
00:51
So don't worry if it looks like I'm working really quickly
00:55
set opacity and value to one. So we can assign exact full weights
01:01
to adjust the brush size. Simply hold down b and scrub with the left mouse button.
01:07
So we know that the crotch area needs to be fully weighted here.
01:10
So work your way around
01:12
up over the hip and around the back.
01:16
This is just rough, remember
01:19
and just stick with the left side for now,
01:22
right? Click on the next joint up and choose, select influence.
01:27
We can see that this has quite a big influence. So let's pull some of this back for now,
01:32
set value to zero. So we can remove the influence instead of add it.
01:38
And let's paint out this section.
01:40
We could use a harder brush here too.
01:44
All we want is the section which the joint is spanning weighted
01:48
paint out this down here.
01:59
OK. Next joint
02:02
and let's remove this area here.
02:11
OK. So we focus mainly on the left side. So let's update the right now.
02:17
All we need to do is select the model
02:21
and go to skin mirror, skin weights and open the options.
02:26
What this will do is mirror the waiting values across the model for us.
02:31
YZ is the axis we are going to mirror across
02:35
and this is the same setting we used when we mirrored the joints
02:39
and we need to mirror from the positive side to the negative. So left to right,
02:45
there are lots of other options to play with here.
02:48
Closest point on surface will match the weight to the
02:51
closest point on the opposite side of the model.
02:55
Rast uses a fancy ray
02:57
casting algorithm to decide the best points to sample from each side.
03:02
Closest component will match the closest vertices
03:07
with a symmetrical model like ours. The default options are fine
03:12
for more advanced mirroring options,
03:14
you can also choose how the components on
03:16
either side are associated with each other.
03:19
But for us again, the default settings will work.
03:23
And finally, we can choose to normalize the weight values when mirrored
03:26
to make sure they stay between zero and one,
03:30
we can leave this for. Now,
03:32
if I apply this, now
03:35
you see we get some errors with the model.
03:37
The vertices on the right side have jumped away
03:40
from the model because the weights haven't mirrored correctly.
03:44
This is because the left side is posed. So we need to reset it.
03:49
OK.
03:50
That's reset.
03:52
Now, let's try again.
03:55
So if we look at the weights, now
03:58
you can see they are symmetrical.