In this tutorial, learn how to edit the skinning at a vertex level. Here, you learn to use the weight tool to fine-tune the deformation of limbs.
Notes
- Recorded in: 3ds Max 2011
- This tutorial is intended for use with 3ds Max version 2011 or higher
Transcript
00:00:00 --> 00:00:08
Although working with envelopes is easy, it doesn't necessarily yield
the best control. Working at a vertex level is often a better solution.
00:00:09 --> 00:00:15
Go back into Envelope mode and enable Vertices so you can actually
work at the vertex level.
00:00:15 --> 00:00:20
Expand the command panel into two columns to make it easier to navigate.
00:00:20 --> 00:00:25
In the Display rollout, Turn off the envelopes; you won't need them
as you work with vertices.
00:00:25 --> 00:00:32
The idea now is to select vertices and assign them to bones.
The lasso tool will help you in the selection.
00:00:33 --> 00:00:43
Start in the shoulder area, selecting a set of vertices, make sure
the shoulder bone (Bone01) is selected, and set the Abs. Effect to 1.
00:00:44 --> 00:00:49
This means the selected vertices are 100% assigned to the shoulder bone.
00:00:50 --> 00:00:58
Next, select the vertices of the upper arm,
select the upper arm bone (Bone02) and set the Abs Effect to 1.
00:00:58 --> 00:01:02
The bone can be selected in the viewport or in the command panel.
00:01:03 --> 00:01:07
Now these vertices are 100% applied to the upper arm bone.
00:01:07 --> 00:01:12
Finally, select the forearm vertices and assign them fully
to the forearm bone.
00:01:13 --> 00:01:18
Based on the work you just did, there is no blending happening
at the vertex level.
00:01:19 --> 00:01:26
As you scrub the animation, notice that each and every vertex
follows one bone and one bone only.
00:01:27 --> 00:01:36
Now you can go back and fine tune your work. For example,
the elbow vertices should be blended 50-50 between the forearm
and the upper arm bones.
00:01:37 --> 00:01:43
Although you can use the Abs. Effect value to that end,
it is much easier to use the Weight Tool.
00:01:43 --> 00:01:49
This dialog helps you edit the behavior of vertices based on the bones
they are assigned to.
00:01:49 --> 00:01:55
At this time, it shows that these vertices are 100% driven by Bone03,
the forearm bone.
00:01:56 --> 00:02:07
Select Bone02, the upper arm, and then click the .5 button;
you're effectively saying you want Bone02 to have a 50% influence
on these vertices.
00:02:08 --> 00:02:17
Notice also how the Bone03 influence changed to 0.5 as well.
The total influence should always amount to 1, or 100%.
00:02:18 --> 00:02:24
Notice also the color of these vertices turning to yellow,
indicating a blend of two or more bones.
00:02:25 --> 00:02:30
As you test the animation, the behavior of the selected vertices
now works much better.
00:02:31 --> 00:02:39
Let's refine the elbow area a little. Select the next loop in line,
all you need to do is to select a couple of vertices,
and then click the Loop button.
00:02:41 --> 00:02:51
Again, the selected vertices show a 100% influence of Bone03. They should
be slightly affected by Bone02 as well, although only slightly.
00:02:52 --> 00:03:02
With the vertices selected, select Bone02, the upper arm, and use
one of the presets, such as .1 (10%) or .25 (25%).
00:03:03 --> 00:03:16
You can also define a specific amount, such as 0.23 (23%),
or scale an existing amount up or down by a default value of 5%
by simply clicking the + and - buttons.
00:03:17 --> 00:03:21
This is very useful for finding the exact amount needed
for a given deformation.
00:03:23 --> 00:03:30
Once this is done, you can repeat this procedure to the elbow loop
on the other side, until you get the effect you are aiming for.
00:03:31 --> 00:03:37
Notice the selected vertices only have a "Bone02" entry
in the Weight Tool dialog.
00:03:39 --> 00:03:48
To have another bone such as Bone03 affect these vertices,
select the forarm bone and click a preset, such as .1 or .25.
00:03:50 --> 00:03:57
Once the elbow is working properly, you can repeat the procedure
at the shoulder level.
00:04:07 --> 00:04:13
For example, these vertices currently assigned to the shoulder
need to be somewhat blended with the upper arm.
00:04:15 --> 00:04:21
With the upper arm bone selected, assign a 25% weight
to the selected vertices.
00:04:22 --> 00:04:29
You can then select the next cross-section of vertices,
currently assigned to the shoulder bone and weight them to the upper arm.
00:04:30 --> 00:04:34
A 25% weight should also be adequate.
00:05:21 --> 00:05:26
There are still some vertices that need weighting, mainly here
at the top of the shoulder.
00:05:27 --> 00:05:37
Start wi3ds Max Animation Techniques - Part 2 - Skinning a Model
00:00:00 --> 00:00:08
Although working with envelopes is easy, it doesn't necessarily yield
the best control. Working at a vertex level is often a better solution.
00:00:09 --> 00:00:15
Go back into Envelope mode and enable Vertices so you can actually
work at the vertex level.
00:00:15 --> 00:00:20
Expand the command panel into two columns to make it easier to navigate.
00:00:20 --> 00:00:25
In the Display rollout, Turn off the envelopes; you won't need them
as you work with vertices.
00:00:25 --> 00:00:32
The idea now is to select vertices and assign them to bones.
The lasso tool will help you in the selection.
00:00:33 --> 00:00:43
Start in the shoulder area, selecting a set of vertices, make sure
the shoulder bone (Bone01) is selected, and set the Abs. Effect to 1.
00:00:44 --> 00:00:49
This means the selected vertices are 100% assigned to the shoulder bone.
00:00:50 --> 00:00:58
Next, select the vertices of the upper arm,
select the upper arm bone (Bone02) and set the Abs Effect to 1.
00:00:58 --> 00:01:02
The bone can be selected in the viewport or in the command panel.
00:01:03 --> 00:01:07
Now these vertices are 100% applied to the upper arm bone.
00:01:07 --> 00:01:12
Finally, select the forearm vertices and assign them fully
to the forearm bone.
00:01:13 --> 00:01:18
Based on the work you just did, there is no blending happening
at the vertex level.
00:01:19 --> 00:01:26
As you scrub the animation, notice that each and every vertex
follows one bone and one bone only.
00:01:27 --> 00:01:36
Now you can go back and fine tune your work. For example,
the elbow vertices should be blended 50-50 between the forearm
and the upper arm bones.
00:01:37 --> 00:01:43
Although you can use the Abs. Effect value to that end,
it is much easier to use the Weight Tool.
00:01:43 --> 00:01:49
This dialog helps you edit the behavior of vertices based on the bones
they are assigned to.
00:01:49 --> 00:01:55
At this time, it shows that these vertices are 100% driven by Bone03,
the forearm bone.
00:01:56 --> 00:02:07
Select Bone02, the upper arm, and then click the .5 button;
you're effectively saying you want Bone02 to have a 50% influence
on these vertices.
00:02:08 --> 00:02:17
Notice also how the Bone03 influence changed to 0.5 as well.
The total influence should always amount to 1, or 100%.
00:02:18 --> 00:02:24
Notice also the color of these vertices turning to yellow,
indicating a blend of two or more bones.
00:02:25 --> 00:02:30
As you test the animation, the behavior of the selected vertices
now works much better.
00:02:31 --> 00:02:39
Let's refine the elbow area a little. Select the next loop in line,
all you need to do is to select a couple of vertices,
and then click the Loop button.
00:02:41 --> 00:02:51
Again, the selected vertices show a 100% influence of Bone03. They should
be slightly affected by Bone02 as well, although only slightly.
00:02:52 --> 00:03:02
With the vertices selected, select Bone02, the upper arm, and use
one of the presets, such as .1 (10%) or .25 (25%).
00:03:03 --> 00:03:16
You can also define a specific amount, such as 0.23 (23%),
or scale an existing amount up or down by a default value of 5%
by simply clicking the + and - buttons.
00:03:17 --> 00:03:21
This is very useful for finding the exact amount needed
for a given deformation.
00:03:23 --> 00:03:30
Once this is done, you can repeat this procedure to the elbow loop
on the other side, until you get the effect you are aiming for.
00:03:31 --> 00:03:37
Notice the selected vertices only have a "Bone02" entry
in the Weight Tool dialog.
00:03:39 --> 00:03:48
To have another bone such as Bone03 affect these vertices,
select the forarm bone and click a preset, such as .1 or .25.
00:03:50 --> 00:03:57
Once the elbow is working properly, you can repeat the procedure
at the shoulder level.
00:04:07 --> 00:04:13
For example, these vertices currently assigned to the shoulder
need to be somewhat blended with the upper arm.
00:04:15 --> 00:04:21
With the upper arm bone selected, assign a 25% weight
to the selected vertices.
00:04:22 --> 00:04:29
You can then select the next cross-section of vertices,
currently assigned to the shoulder bone and weight them to the upper arm.
00:04:30 --> 00:04:34
A 25% weight should also be adequate.
00:05:21 --> 00:05:26
There are still some vertices that need weighting, mainly here
at the top of the shoulder.
00:05:27 --> 00:05:37
Start with a low value (10%) and work your way up or down.
Some trial & error is expected but that's why the scale weight feature
is so valuable.
00:05:38 --> 00:05:43
As you scrub the animation, notice the results of a properly skinned arm.
00:05:44 --> 00:05:48
This method and workflow can be applied to all limbs.
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