Now we will skin
the wicks of the hair to be able to
adjust those when the head turns.
Theoretically we should use chains
of bones controlled by inverse kinematics
using a spline (IK Spline) but max
4.x does not have inverse kinematics
with spline control (5 does).
Thus here the
splines remain elastic, it is thus
necessary to take guard not not have
too much stretch in the mesh during
displacement of their control points.
Make shore
skin is applied to the hair.
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To
easily regulate the influences of the
splines on the hair, advance of a frame
and draw aside the splines (as if there
were wind in hair:)
It is then enough to review the influences
bone by bone to have a coherent skinning.
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Aspect
of the influences according to the 4
bones splines and the bone Head (frame
of reference 0).
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The
skinning of the second belt is fast
since the spline influence to 100% all
the vertexes.
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The
loincloth with both bones splines and
the bone Vertebra 01 (hips)
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The
top of the skirt, with the bone Vertebra
01 for the influence to the size and
the 3 bones splines.
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As with the hair, advance a frame and
inflate the skirt by moving the vertexes
of the splines to adjust their influences.
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Let
us finish the skinning with the shoe.
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Two
bones, ankle and the foot share the
influence as shown above, a formality
now:)
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And
here we are the tutorial of Joan reaches
its end, all that remains is for you
to make a pretty pose. Finish the part
on textures, when I find my monitor
19" and not the 15" with the
doubtful colors which I currently have:)
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