Skinning Method 2: Post Weights & Interactive Bind
In total, there are two methods of weighting; interactive and post (interactive weights are covered in another blog post). Both are equally effective, but both have characteristics that could benefit certain modelling situations. Post weights are more mathematical, whereas interactive weighting is more artistic. Choosing a method is mostly down to personal preference.
Post Weights
Once the joints and outer shapes have
been bound, the weights need to be distributed in order to prevent distortion
when joints are moved.
Unlike ‘interactive weighting’, ‘post
weighting’ doesn’t delete existing weights once a joint has been ‘flooded’. The
object in the image below shows how the pelvis has been flooded and the
component editor will reveal that the total weight of the object now has a
value of 2 rather than 1. The other joints can have weight subtracted, which
wasn’t optional with ‘interactive flooding’.
Once the weights have been subtracted
(only the pelvis remains with a value of 1), the process is similar to
‘interactive weighting’; vertexes are selected around specific joints and the
area can be re-flooded. However, this won’t change weight on the pelvis joint,
so we need to add weight to the selection, and subtract the exact same from the
pelvis joint. This process is completed
for each joint up the leg in order to complete the grouping process.
Similarly to ‘interactive weights’, ‘Post
Weights’ need to be painted in order to remove any breaks in the geometry
during movement. Painting creates softer weight placement.
The component editor can be used to
adjust distorting edges by selecting all its vertexes and shuffling weight
about. Subtraction can be used because a value of 1 has already been
established.
Interactive Binding
Interactive binding is a way of initially
weighting a model. Moving the capsules will change how much influence they have
in different areas. Red represents high influence (value of 1) and this
gradients down to the lowest influence signified by blue. The anchors around
the capsule can be manipulated to move and rotate the bind. Using interactive
binding helps to speed up the ‘post weighting’ normalisation process.
Deformities indicate that the area
doesn’t have enough influence, and we are therefore starting to loose the
model.
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