Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5
Joan of Arc: Skinning

By Michel Roger
| Your Rating:
rating star fullrating star fullrating star fullrating star nonerating star none
(5 Votes)
| 74431 Views
| 0 Comments
| Comments 0
Date Added: 24th March 2010
Software used:
3ds Max

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.

998_tid_image89.jpg
998_tid_image95.jpg
998_tid_image96.jpg

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.

998_tid_image91.jpg998_tid_image92.jpg998_tid_image102.jpg

998_tid_image97.jpg998_tid_image101.jpg998_tid_image100.jpg

Aspect of the influences according to the 4 bones splines and the bone Head (frame of reference 0).

998_tid_image103.jpg
The skinning of the second belt is fast since the spline influence to 100% all the vertexes.

998_tid_image104.jpg998_tid_image105.jpg998_tid_image106.jpg


The loincloth with both bones splines and the bone Vertebra 01 (hips)

The top of the skirt, with the bone Vertebra 01 for the influence to the size and the 3 bones splines.

998_tid_image107.jpg
998_tid_image108.jpg998_tid_image109.jpg998_tid_image110.jpg

As with the hair, advance a frame and inflate the skirt by moving the vertexes of the splines to adjust their influences.

998_tid_image111.jpg
998_tid_image112.jpg
Let us finish the skinning with the shoe.

998_tid_image113.jpg 998_tid_image114.jpg

Two bones, ankle and the foot share the influence as shown above, a formality now

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.




< previous page
 
1 | 2 | 3 | 4 | 5
Related Tutorials

Tutorial

Gallery Image.



Keywords: character, portrait, modo, 3d

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 0 Views 4546

Tutorial

Gallery Image.



Keywords: Maya, Rigging, Hands, Fingers, Thumbs, Animation

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 14339

Tutorial

Gallery Image.



Keywords: Maya, Rigging, Hands, Fingers, Thumbs, Animation

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 30317

Tutorial

Gallery Image.



Keywords: Making of, Project, Arch-viz, Building, Architecture, Lighting, 3ds Max

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 2 Views 34624
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment