hey folks. i'm working on a project and i need to rig a character with character studio, which i used to do. this is back when i was a retard.
i simply can not believe how terrible and ancient of a system this is. i MUST be doing something wrong. isn't there a quicker way to do this? can't i fucking paint weights or something?
any help streamlining the rigging process would be wonderfuly appreiceated.
.. i can't begin to describe how many times easier it is to weight a character in xsi.
edit: can i use the skin modifier? i think this would acctualy be faster. thoughts?
edit 2: stopped character studio from creating envelopes and it's making my life 5 times easier. my god. also, i deleted 3 paragraphs of swear words from this thread. whew. felt good to write it though.
Replies
1) distribute properly the vertex on the links
= ( select , select by link , assign to link , remove from link)
2) lock assignements of the vertex on the all links
3) type_in_weights = ( for divide or share the vertex between 2,3 (or more) links
(exemple : 0,70 and 0,30 is 1,00 ... or 0,15 and 0,85 is 1,00 ...or 0,20 and 0,30 and 0,50 is 1,00
so,I think that's the best way how to divide the values between the links )
here's my GOBLIN_SPACE_MARINE ready for UT 2004 :
(animations : James Edwards, Steve Jones, animator dudes @ DE - copyright : Digital Extremes ).
i'm acctualy finding a smoother work flow for physique, if i don't let it generate the enveloping. if i select the shin for example, and the middle row of the knee and apply it to the shin bone, and then take the theigh and the middle of the knee and apply it to the theigh bone, the middle row of the knee will have a weight of 1 to the theigh and shin bones, and will just blend properly.
the problem i guess came when i was trying to take verts that were assigned to one bone, apply them to another, and i had the mode turned to "n links" instead of 'no blending' so it was just distributing things.
i'm considering doing a weighting tutorial in xsi. if people acctualy use max to do this type of thing on a regualr basis............. sheesh.
But I would like to see what XSI's tools are like and see if I'm missing anything.
As for Character studio, I don't even use it unless I have to. And if you don't like building skeletons from scratch, I've heard that CAT is much, much better that Character studio. The main problem with CS is that you have no way to simply paint wieghts.
I should give XSI another shot. I got really ticked off with it by trying to teach it to myself and work on a half life 2 mod at the same time.
As for Character studio, I don't even use it unless I have to. And if you don't like building skeletons from scratch, I've heard that CAT is much, much better that Character studio. The main problem with CS is that you have no way to simply paint wieghts.
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Well character studio is just the skeletal system,the actual weight painting is done on various modifiers added.
Skin is a damn great tool,once i learned how to use it i dropped physique,skin is fast an easy.
I actually find Physique very fast and easy for low-poly models, however I've also been using Skin a lot more, recently. It's just generally better.
of course, as it happens, they might as me to go back and re weight it using skin.. sigh.. the next time i'm given an assignment i'm goign to nag and nag and nag untill i get every last little detial.
Skin is properly supported and actively debugged, physique really isn't and it uses really clunky code.
Besides, skin actually has mirror mode, is non-heirarchical (meaning all those bastard little dummies you find in a biped dont need to be exported and you dont get attached objects cluttering up your rig with extra envelopes).
Remember, you can skin half a single character whilst playing a run cycle in slow motion, mirror the weights from one side to the other and make minor tweaks. You can then output your skin as a skin data mesh (in skintools- check the tools rollour) and use it to paste the weights onto another character.
Skin is excellent for low poly characters, especially when you "flip" the weights table... it lets you scan your models weights for errors with a single sweep of your mouse.
If your new to it all dont forget to check for the physique to skin scripts floating around... I used one on the Prince of Persia 1 demos we did at Discreet a while ago to convert all the prince models over to skin. It took about five minutes to do and then I could really pull off some quick demos.
Conversely, all the characters I did in Unreal Tournament 04 I had to do with Physique, and it took pretty much a whole day to rig a dude. I could do it in about ten mins in skin.
So, basically skin is good.
Not to say that Physique and CS are bad .. if you like to bake using Betty Crocker.