• Maya

Modifying thigh twist and knee joint weights

Modify the influence for the weights that control the twist joints and knee joints to achieve realistic leg movements of a biped model.


00:04

If you remember, we had to add these twist joints separately.

00:07

So there won't be any default waiting on them.

00:10

So what we need to do now is add their influence.

00:14

All we're going to do is follow the same process we did with the spine.

00:17

And you will see that this is how I approach most of my weights

00:21

first, we block in the area with some solid weights. So we have a value of one

00:26

and also opacity set to one.

00:30

Let's follow these two edge loops around the thigh,

00:33

maybe widen it.

00:38

Ok. So that is now moving the model.

00:41

It's a little harsh though, but we can easily soften it back in

00:45

first pause it. So we can see the changes

00:49

now use a smooth paint operation to blend it into the rest of the thigh.

00:58

That looks a lot better.

01:01

Ok. Let's look at the knee.

01:04

We can see that the back of the knee collapses too much.

01:09

So select the knee joint as the influence. So we can see the weights.

01:14

OK. So there's a lot of influence up here. We need to pull back

01:19

swap to replace this time

01:22

set value to zero.

01:24

And let's also use a smaller opacity. So we can work gradually.

01:28

We just need to work on the back of the knee.

01:31

So gradually paint those values to reduce them.

01:34

We could maybe use a higher opacity

01:36

and also a harder brush. Otherwise, we're going to be here all day.

01:40

Ok. This is looking better. The thigh is filling back out.

01:44

Let's work on the top two.

01:47

We have more of a defined crease. Now,

01:51

we can use smooth now to soften this back in.

01:54

But we will need to check how this deforms when the leg animates later.

01:59

Ok. So we have another twist joint here with no influence.

02:04

So we can just do exactly the same as we did above

02:08

use the replace paint operation

02:10

with opacity and value set to one

02:14

and just block in the rough area.

02:16

Now let's select the knee.

02:19

Ah, so the knee is affecting this section down here. So we need to remove that

02:24

set value to zero and just paint that out.

02:29

I'm going to check the thigh joint again actually,

02:31

as I suspect the same has happened with that

02:33

and it's also affecting the knee.

02:36

Yep, we can see it here.

02:38

We need to remove this.

02:40

This area should only be affected by the knee and the twist joints.

02:44

Let's soften this. Now,

02:47

I'm gonna go back and double check the

02:49

twist joint now to see how that's changed things

02:53

that's looking, ok?

02:55

We just need to smooth some areas now to stop it looking so angular,

03:00

so maybe gone a bit too far.

03:04

We don't need the influence on the lower leg.

03:06

So we can reduce that now to close the gap again.

Video transcript

00:04

If you remember, we had to add these twist joints separately.

00:07

So there won't be any default waiting on them.

00:10

So what we need to do now is add their influence.

00:14

All we're going to do is follow the same process we did with the spine.

00:17

And you will see that this is how I approach most of my weights

00:21

first, we block in the area with some solid weights. So we have a value of one

00:26

and also opacity set to one.

00:30

Let's follow these two edge loops around the thigh,

00:33

maybe widen it.

00:38

Ok. So that is now moving the model.

00:41

It's a little harsh though, but we can easily soften it back in

00:45

first pause it. So we can see the changes

00:49

now use a smooth paint operation to blend it into the rest of the thigh.

00:58

That looks a lot better.

01:01

Ok. Let's look at the knee.

01:04

We can see that the back of the knee collapses too much.

01:09

So select the knee joint as the influence. So we can see the weights.

01:14

OK. So there's a lot of influence up here. We need to pull back

01:19

swap to replace this time

01:22

set value to zero.

01:24

And let's also use a smaller opacity. So we can work gradually.

01:28

We just need to work on the back of the knee.

01:31

So gradually paint those values to reduce them.

01:34

We could maybe use a higher opacity

01:36

and also a harder brush. Otherwise, we're going to be here all day.

01:40

Ok. This is looking better. The thigh is filling back out.

01:44

Let's work on the top two.

01:47

We have more of a defined crease. Now,

01:51

we can use smooth now to soften this back in.

01:54

But we will need to check how this deforms when the leg animates later.

01:59

Ok. So we have another twist joint here with no influence.

02:04

So we can just do exactly the same as we did above

02:08

use the replace paint operation

02:10

with opacity and value set to one

02:14

and just block in the rough area.

02:16

Now let's select the knee.

02:19

Ah, so the knee is affecting this section down here. So we need to remove that

02:24

set value to zero and just paint that out.

02:29

I'm going to check the thigh joint again actually,

02:31

as I suspect the same has happened with that

02:33

and it's also affecting the knee.

02:36

Yep, we can see it here.

02:38

We need to remove this.

02:40

This area should only be affected by the knee and the twist joints.

02:44

Let's soften this. Now,

02:47

I'm gonna go back and double check the

02:49

twist joint now to see how that's changed things

02:53

that's looking, ok?

02:55

We just need to smooth some areas now to stop it looking so angular,

03:00

so maybe gone a bit too far.

03:04

We don't need the influence on the lower leg.

03:06

So we can reduce that now to close the gap again.

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