And now we get to the fun bit...NOT!
Personally I prefer the manual vertex assignment...half the time you need to anyway to some extent so I just get into it from the onset. Many use envelopes and tweak them to suit their model. Feel free to use either.
I always toend to work from the ground up. So I select the model and select the Vertex Sub-selection from the Physique modifier to edit the vertiex assignments. In the modifier panel you have a lot of buttons. I will explain each here and their uses. Hopefully that will be enough to get you moving.
Vertex - Link Assignment ( Deformable, Rigid, Root Vertices) :
These three plus symbols are what you use when assigning vertices to bones. Root vertices stay where they are (do not move and stick to the root mesh position), Rigid vertices stick to the link bone and deformable vertices are more the 'flexing' type that follow the deformation spline...or 'the yellow lined thing in the middle of it all'.
Blending between links pulldown :
Select these in order to have your blending go across a number of bones, or none. An elbow joint, for example, will have vertices that are affected by both the forearm and bicep bones making it a 2 Link blend. I rarely use more than 2 links in my models, and most of it is rigid with no links. However there has been occasions on more complex models that I have needed 3 links.
Select :
Having this button on allows you to select the vertices you are about to apply attributes to (assignments etc)
Select by Link :
Having this button selected allows you to select all the vertices that are applied to a particular link, rather than by it's vertices.
Assign to Link :
Once you have you vertices selected that you want to apply to a link, or number of links (making sure you have the correct blending number selected in the pull down) you then select your link/bone or links/bones that you want to assign them to.
For example, I want the vertices around the knee to be applied to both the shin and the thigh bone. To do so I select the vertices around the knee, select the 'deformable' Vertex type, select the 'Two Link' in the blending pull down and then select the shin bone and then the thigh bone. On first selection the vertices will go bright red, on second link selection they will go darker red...this means they are using multiple links to deform to. Moving the foot will show you how these now flex between the two points.
Remove from link :
Removes selected vertices from a link you select.
Lock Assignments :
Lock Assignments is used when shifting the priority of a bones influence of a vertex. For example, you want the shin bone to influence a vertex more than the thigh bone. I will go into this more later.
I also thought after setting the vertex to hwo you want it would 'lock' the setting and wouldn't get effected if you selected it among others and changed their settings (thus making it easier to select/edit organise ) I have found that even when locked the changes you make are still applied. I use the Hide tool to get rid of vertices that I know won't need to be further tweaked, allowing the model to be easier accessed as I go along.
Unlock assignments :
Read Lock assignments...apply lateral thought, see result. If pain persists, see your doctor.
Type-In Weights :
This is where you apply the influences of locked vertices. I'll cover this in a sec.
Hide :
I use this as I go along in order to make selection of vertices easier. As a complex mesh gets pretty tricky to sort through your vertices. As you finish an area and you are happy with the results, hide them so as to not select them by mistake and ruin all your good work.
UnHide ALL :
Unhides all the vertices that you have hidden. Bet you didn't see it coming?
Initial Skeletal Pose :
While this is on the skelaeton will revert back to it's initial natural state. |