This
tutorial will take you through the basics
of weighting, in particular basic weight
painting. Introduction
First
get the default male character from XSi,
selectall of the body bar the left arm and
delete these polygons. Move the arm to the
origin and freeze it. This tutorial was
done with XSi 3.01, so your arm may look
different if you are using another version.
Start
Create a 2D chain inside the mesh, draw
in the top view with the joint toward
the back of the elbow,so that the arm
bends correctly. Name the root "ArmRoot",
the first bone "Bicep", the second "ForeArm"
and the effector "IK".
We
will be dealing with the elbow joint only
in this tutorial, so don't worry about the
hand. Get an implicit sphere (Get>Primitive>Implicit>Sphere)
and position it at the elbow joint, name
it "L-ElbwIMP" and make the bicep bone parent
to it. Scale it so it just fills the elbow
joint. This will be used to help keep the
volume of the elbow as it bends.
Select
the arm mesh, then click, Deform>Envelope>Set
Envelope and pick the bicep, L-ElbowIMP
and the ForeArm. The "Automatic Envelope
Assignment" dialogue box opens. Leave "Number
of Skeleton Objects" at 2 and "Assignement
Method" as distance based.
The
"Number of Skeleton Objects" option tell
XSi how many object to consider for each
point on the mesh. It is best to leave this
option as 2 otherwise too many objects are
investigated and the mesh may deform more
than you want. Distanced Based looks at
the 2 nearest bones to the points and assigns
them to it.
::
You
can see how the elbow crease deforms too
far in, the elbow joint loses volume. We
will correct this using the weighting tools.
Open
the weighting control panel by clicking
this icon
, it is located at the bottom of left hand
control panel - above the start frame text
box. There are several controls contained
within the panel, for this tutorial we are
just going to concentrate on the paint tools.
Painting weights is a relatively new invention
and makes weighting very straightforward
and greatly decreases work time. Painting
is a very visual way of creating the shapes
you require.
To
activate the paintbrush select the mesh
and press "W". The view changes to constant
shaded and you can see the each skeletal
objects area of influence. Each bone is
assigned a colour and the spread of the
colour indicates its influence.
Don't
worry if you have different colour to those
shown, the effect is still the same. Where
the two colours merge is where the subtle
blend of the mesh will take place. If we
simple weighted the bicep to half the points
and the forearm to the other, we would get
a very straight bend that was not smooth
and had no volume.
With
the paint tool still selected, click Deformers>ForeArm
from the menu on the left of the screen.
This is why naming your skeleton objects
is important as you will be clear about
which bone you are selecting quickly. The
size of the brush represents the sphere
of influence of your paint strokes, i.e.
how many points are affected.
Using
the middle mouse button, making sure the
mouse is positioned over the mesh, hold
the button down and move the mouse from
left to right to change the size. Make the
brush just big enough to cover one point
(about 0.150).
Next,
change the opacity to 5. the opacity represent
the amount of influence the bone will have
on the point 0 - none, 100 - full. 5 is
a good value to use as you can slowly increase
the influence and thus have a more subtle
and fine control over the points.
Bend
the arm to about 45 degrees so you can see
the deformation at the elbow. Drag a paint
stroke over a row of point near the centre
of the bend.
When
you release the button note how the point
position updates. The point move slightly
further as they are now more influenced
by the forearm bone. Continue this process
using both bones and the implicit until
you get a nice crease. Be sure to overlap
the influences slightly i.e. go past the
joint on each side with the opposite deformer
to create a smoother blend.
The
bend is now more even and has more volume.
Don't worry about getting this too exact
as once the surface is sub divided, it will
smooth out even more.
This
is the same pose as the last image, but
has been sub divided - notice how the bend
is a lot smoother and crease more naturally.
Weight
painting is a very quick and powerful tool,
look out for more advanced tutorials coming
soon on www.ballisticpanda.com