Hi,
first time doing a rig, and binding the skin to a character model i've made. My question is most importantly, how it should look like when i paint weights, so that when i move the ik handles.. the character doesnt move like a jelly fish?
Another important question, i have armor/clothes/weapons on my character. Right now i have them combined via mesh > combined. Though i have 3 different shaders and uv sets to tell them apart. What would be the correct way to attach things like floating armor pieces and clothes? when i move the rig he moves really jelly like. I've tried painting the weights, but i have a lot of clipping with the armor.
Thanks
(not sure how to properly place image but here..
[img]
http://i.imgur.com/y70yvrw.png[/img] )
Replies
At work, as a tech artist, I would reject any concept that has cloth draped over joints.
As for vertex weighting. Skip the paint weights tool. Use the Component Editor to rigid weight all the verts, then use Smooth Flood to blend the weighting. This workflow is much faster and less prone to error.
And if you are using Maya 2013 or newer try out the heat map feature:
http://youtu.be/aCBx8MjEvvo
Or Geodesic Voxel Biding in Maya 2015 or newer:
http://youtu.be/ZyytEiB-1Ug
Thank you for the reply! In maya 2016, i dont have the smooth bind option shown in the video, though i tried the option box for regular bind skin and put the exact same setings as in the video.. and this is the error i get : error line 0 unable to create an offscreen open gl buffer
Edit: I tried the geodesic voxel, and i got much nicer results for the paint weights, it looks like my elbow isnt moving correctly because when i try to bend his elbow, it doesnt bend at all. so i'll try to see what i did wrong there.
Take Batman's cape in Arkham City:
http://m.cgw.com/Publications/CGW/2011/Volume-34-Issue-9-Dec-Jan-2012-/Mean-Streets.aspx
If you want to go through all that trouble no problem. All I said was maybe make it a little smaller instead.
@PolyHertz ah okay i'll look into that, thank you.