Lecture 10 - Character Skinning

Lecture 10 - Character Skinning - CGS 3034 Lecture 12...

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CGS 3034 – Lecture 12 Character Skinning Paint ing Weights Introduction to Computer Aided Animation Instructor: Brent Rossen
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Overview Smooth Bind Skin Weights
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Character Skinning Skinning: the process of connecting a character's meat to his bones. Getting the skeleton to control the mesh There are several ways to approach skin binding We'll use Maya's Smooth Bind command from and then the Paint Skin Weights tool First, let's go into the hypergraph and remove the polygon smoothing
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Unsmooth The Smurf Open the Window > Hypergraph , select the Graph > Scene Hierarchy Select the s murf_final: smurf_body node, Graph > Input Connections Select and delete the smurf_final:PolySmoothFace1 There are two advantages to removing the smoothing and re-smoothing the mesh It allows us to work with less vertices It gives a much nicer result
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Skin Weighting Binding a series of joints onto a mesh performs a deformation on the mesh To control the deformation, we will make changes to the amount of influence each joint has on a given point on the mesh When a character is bound to a skeleton, Maya creates “skin clusters” that tell each joint how much influence they have on a given point This is called Skin Weighting
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Process for Skinning a Character 1) Delete the history on the character mesh. Edit > Delete All By Type > History. This will speed up the character interaction by collapsing the Modeling and UV Mapping to a single shape node. 2) Keyframe the rig in a neutral bind pose at frame -±0 3) Smooth bind the mesh to the skeleton 4) Paint the skin cluster weights in various poses to create the best possible deformation
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Getting Started – Open Your File Open up Smurf_Skeleton.ma Delete the history (you can check it in the hypergraph) Enter -10 as the beginning frame (if it is not already setup) We'll bind the character on this frame so that
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Lecture 10 - Character Skinning - CGS 3034 Lecture 12...

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