Skinning Benjamin was a bit of a rigorous process as it was the first one. We had to skin weight the little tyke which was done with a combination of weight painting and the component editor. This post shows the functionality of the character at the joint level. At this point no controls have been added leaving functionality to the skeleton and the weight distribution between joints alone.
Lastly we created a little video showing the skinning of the Benjamin model from initial skin bind to final skin weight. The model was weighted top to bottom going along various mesh objects (the head, the torso, the hands, the legs to the shoes). Objects like the brows, hair, hat and eyes are parented to the root head joint or wrapped to the face mesh. The hair of this mesh was also the template hair.
The next step of these videos is to get the rig underway which adds extra functionality to the character model. These include facial blend shape controls, IK controls and set driven keys. This also had to be done to our other protagonist character Barnabas... You can check out that post here!
Anyway take it easy!
xXStItChXx
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