














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