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Skinning

Skinning. CGDD 4113. What is SKINNING?. The process of binding a skeleton to a mesh M ethods: Parent binding Requires models to be separate Individual mesh is “parented” to individual bone Rigid binding Vertices closer to a bone will follow that bone Lattice binding

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Skinning

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  1. Skinning CGDD 4113

  2. What is SKINNING? • The process of binding a skeleton to a mesh • Methods: • Parent binding • Requires models to be separate • Individual mesh is “parented” to individual bone • Rigid binding • Vertices closer to a bone will follow that bone • Lattice binding • Create a lattice deformer, rigid bind the lattice to the bones • Smooth binding • A vertex or CV can be influenced by multiple bones

  3. Parenting • Each cylinder to each bone • Test via rotations

  4. Rigid Binding • Two skeletons, one NURB and one poly – each subdivided 10 • Skin->Bind Skin->Rigid Bind

  5. Effects of Bending • Polys are made of vertices • NURBS are defined by CVs

  6. Membership • Edit Deformers->Edit Membership Tool

  7. Flexors • Type of deformer to prevent cracking • Useful for polygons Without Flexor With Flexor

  8. Set Driven Keys • Can set keys for the flexor in various positions • Animate->Set Driven Key->Set • The middle joint’s Y rotation will “drive” the points of the flexor lattice Note: When the book says “Zero the rotation”, just clear them in the channel box

  9. Lattice Binding • Create a lattice deformer for the polygon • Rigid bind the root joint to the lattice • Finish by changing the ffd1 node (local influences) to 4 • Gives a much smoother appearance • Easier to edit membership! Lattice CVs vs. vertices • Can also use Driven Keys to define a bulge for the bicep

  10. Smooth Binding • Skin->Bind Skin->Smooth Bind • Sweet == true

  11. Weight Painting • Not coveredin this book • Something goodto look into • “Paint” how mucha bone willinfluence vertices

  12. Getting back to our Character… • Start by setting the preferred angle (RMB on the pelvis joint) • Select only joints that should affect the mesh • Best done in the Outliner view • Use Smooth Binding! • Wireframe turns purple • Smooth bind the eyeballs

  13. Rigid Binding • Eyes (to eye joints), eyelids (to head joint) and collar (to neck)

  14. Weight Painting • Try bending theshoulder… • Experiment withweight painting! Problems

  15. Joint Degrees of Freedom and Limits • A way of restricting how the joint moves • Found in the Attribute editor

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