In
the viewport, we see appropriate manipulators
around Bone01.
They make it possible to simply adjust
the zone of influence of the bone
on the object.
In
1, it is the handle we move one of
the ends of the envelope (active Envelopes
filter). Indeed the zone of influence
of a bone can be shifted compared
to the axis of the bone or even external
with this one.
In
2, handles regulate the 100% influence
of the bone and into 3 the 0% (filter
Cross Section), thus defining the
volume of decreasing influence.
This
filter selection makes it possible
to select or not these handles and
thus avoid errors in handling during
editing.
Adjust
the influence like shown above and note
the colors the object takes on.
The force of influence of the bone on
the object, are red 100% influence and
blue 0% influence.
Now
select Bone02, activate Relative mode
and move the handles.
This shows that the object is directly
attracted by the bone according to its
influence.
This
first adjustment makes it possible
to make a fast but coarse skinning.
In
Filters, activate Vertices, one will
refine the skinning by changing the
influence with the ready vertex.
Select a red vertex, in Weight Properties,
value 1.0 appears. This means that the
vertex is 100% influenced by Bone02,
in other words, it follows perfectly
all its movements, it is thus rigid.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
In Filters, activate that Vertices,
one will refine the skinning by publishing
the influence with the ready vertex.
Select
a red vertex, in Weight Properties,
value 1.0 appears. That means that
this vertex is influenced at 100%
by Bone02, in other words, it follows
perfectly all its movements, it is
thus rigid.
Move
the animation bar a frame.
Deselect
the cylinder and select Bones02, make
a rotation of 45° so as to have
a right angle at this time.
There are now 3 states of the cylinder,
frame 0 with the cylinder at rest,
frame 1, 50% of the movement carried
out and frame 2, 100% of the movement
carried out.
That
makes it possible for frame 0 to preserve
the object as modeled.
With the frame 1, begin the movement
and with the frame 2 in extreme deformation
if required.
With
this method it relatively quickly becomes
very simple to skin a whole character,
by adding inflections to each frame
and reviewing the skeleton.
The next part it will be with the turn
of Joan to receive a skeleton and to
be entirely skinned.