Wednesday, 19 March 2014

Maya Workshop: Biped Modelling in Maya Part 5

Skinning and Binding
I then moved onto actually binding the joint chain and all of the control points along with it to the geometry so that it would all move at the same time and take the character with it. This is a fairly easy process of just clicking a few buttons, and then taking some time after to alter it and paint on the weights and neaten everything up so that it looks and moved nicer.

So to start with we bound the joints to the geometry. To bind the geometry we used the smooth bind option from the skin menu at the top as this would give us a nice smooth look to the model as well. So after changing a few of the settings around, the screen shot below showing what they should be, we bound our geometry to the joint skeleton and now can successfully move the control points and the characters body will move too. The only thing now is ensuring that they can't be moved too far, and then ensure that the weighting of the movement is correct and fluid.



I then went onto looking at painting weights onto the body so that we could control how much stretch there is on the body. I started with the eyes as there is not meant to be any influence in them at all, so we changed the values on the paint menu so that the value of the brush stroke was 0, this meant that we were painting on the black colour, what doesn't give any influence. I then hit flood as this just fills the hole area.



I then repeated this process with the other joint ends, like the head, jaw and fingers before moving moving onto looking at the actual jaw itself. This was such a difficult process for me as I just couldn't get the mouth right to begin with and it didn't help when coming to this part. In order to get just the lower jaw moving down I had to ensure everything above that was painted black, and this was done best by isolating a few faces to paint them easier, and then ensured that when the mouth was opened it looked correct.



In the end it looks okay, I am not particularly happy with this part, but I have tried to change it many times and it just doesn't work. Even when taken into smooth preview it doesn't quite work as one half of his face dips down slightly for reasons that I do not know of, but this is something that I hope to improve on when creating my own characters for this module.



I actually ended up doing the mouth again as I wasn't completely happy with it. I made it wider so that it had more shape to it and found that this worked out well so I kept it. I then went through the model and made any more changes that I thought was necessary before moving onto the last stage which was adding in the custom attributes so that the model could peel his heel up and twist on his toes.

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