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The
first part of the skinning is not
really one since the armour parts
do not need variable influences compared
to the inflections of the bones.
They
are satisfied to follow the static
movements of those.
Hide
the objects other than the armour
parts.
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We
will bind ("link") the parts
to the bone using the function Select
And Link.
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Bind
the parts of the legs to the bone Tibia,
the part of the thigh to the bone Femur,
the part of shoulder to the bone Bras
and the armour of bust to the bone Vertebrae
02.
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Activate
Animation mode and advance the Animation
Bar.
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Select
the Femur bone and rotate it in Local
mode bend the leg as opposite, the
same way for the bone Tibia.
The all of the parts follow the movement
of the bones well.
Note: Max will use less resources
to bind an object directly to a bone
in a rigid way than to associate it
with modify Skin with 100% of influence.
Visually the result is the same but
not in terms of performance, effectiveness
and resources
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When
we animate in max, this creates animation
keys, we can view and handle them
in the Track View.
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This
window represents the tree structure
on the left of the screen with the handling
types associated with each object (rotation,
translation, scale etc).
On right-hand side we see the corresponding
tracks with the recorded animation keys
(gray rounds).
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As
with the Schematic View we can customize
the information shown, making visible
only the animated and visible objects
for example.
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By
selecting the Objects icon and right
clicking, chose Expand All, that allows
to see all the tracks of all the animated
objects.
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With
frame 0, the character is in neutral
position and with the frame 1 for
example the leg is bent like above.
We can copy keys by selecting them
then by holding shift, move them to
another frame.
We can thus give the bone zero rotation
while copying the key of the frame
0 from the frame 1 for example.
We
can also select the keys and erase
them.
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Now
moving on to the serious things with
the skinning of clothing.
Show only the clothing and the skeleton.
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Place
a Modifier of Editable Poly then add
a Skin Modifier of to it.
Thus the skinning will be made only
on our object in LPM (low poly model
or low definition) then smoothed at
the end.
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In
Skin Modifier, add the bones which will
influence the clothing.
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Use
Edit Envelopes for each bone and activate
the Relative mode in Properties Envelope.
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