Sunday 19 June 2011

Problems rigging with Ash


As the skeletons were in place, i then combined the mesh toegther with the skeleton. When i started testing the rig, there were mesh anomalies everywhere and so paint the weighs of the model had to be done to fix it.

As i was painting weights, there were still problems with the mesh whenever i started move the joints along with the mesh. I was getting really frustrated as i painted everything right so i didn't know what i was doing the wrong. Here are the mesh rig problems below.......





The way i fixed the head of the mesh problem was, i went to the channel box and removed all the translate information so when i animated the head, it would only give me the option of rotating and keeping the mesh intact instead of just trying to paint weight it.

For the rest of the body, i had to find a way of solving the mesh anomalies that have occured when paint weighting. The way i went about fixing this problem is Maya 2011 has a new paint weighting feature called Interactive Skin Binding. When i binded the mesh using Interactive feature it allowed to immediately paint the weights more easily using a different and easier approach. As you can see below, the new paint weighting feature is much better and easier. Its driven by controls which you have to increase or decrease to affect the weight of that particular area of the joint and mesh. The colourised symbols basically mean this - Red means there is weight on that area and blue being the colour where it has no influence what so ever. i found this new feature on Maya 2011 to be extremely helpful and the most beneficial






Once painting the weight was finished, the next phase was to start on the blendshapes. The blendshapes was easy since what i did was duplicate multiple heads and change the facial expression using my original facial expression concept of Ash as reference.








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