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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Complete the leg weight painting process to ensure that the lower body down to the claws deforms naturally during animation.
Type:
Tutorial
Length:
5 min.
Transcript
00:03
Let's just check the car.
00:06
OK. So that's influencing quite a lot of the leg.
00:09
Let's pause it so we can see what it looks like bent.
00:14
We can see there is quite a break here.
00:17
OK. This needs to be influenced more by the knee twist joint
00:22
that's block this saying
00:24
something like that.
00:26
And now smooth both ends,
00:34
maybe add some influence back here.
00:37
OK. Next twist joint
00:41
again, we have no influence here. So we need to add some in.
00:45
We also need to remember to update the lower section two.
00:48
So the twist joint affects here and not the calf joint.
00:53
OK. Now, we can add in the twist joints influence
00:57
again exactly the same as we have done before.
01:02
Actually a bit lower.
01:05
We need this all the way down to the foot
01:08
and soften up here. So it's not angular as it twists.
01:14
OK? It looks good,
01:17
the foot will eventually be rotating with this.
01:19
So it won't look broken when the rig's built.
01:23
OK?
01:24
Looks like we just need to smooth out the foot here. It's too angular,
01:32
that's a bit better.
01:34
Let's pause the tours now and work on them.
01:39
So we want less of an influence here.
01:45
And down here,
01:49
let's increase the influence here. So this section of the toe is more solid.
01:56
We're starting to see why it's important to have cleaner topology.
01:60
If the edge loops here were better organized,
02:02
this area would bend in a much nicer way.
02:06
Something like this set up is ideal.
02:08
I know these are human fingers, but you should get the idea looking at the topology.
02:17
So we just want a better crease here.
02:19
So each section is more defined.
02:25
OK. Let's look at the claw.
02:27
Now, this may not eventually be rigged.
02:29
So it's an extra joint I added just to give the animator more flexibility.
02:35
We can see that it's more gray than white. So we need to update it.
02:38
So it's weighted fully to the toe joint.
02:42
Actually let's do something different here.
02:44
So I'm just going to select the faces of the claw.
02:50
We hold down control and right click,
02:52
bring up the marking menu and convert this selection to vertices.
02:56
All we need to do now is flood this area with our settings maxed out.
03:01
That's better.
03:04
Oh Looks like we missed some verts.
03:08
OK.
03:08
So sometimes this may happen and you may find
03:10
that the brush just won't catch these tiny vertices.
03:15
In this instance, we can just select them
03:20
open a component editor.
03:22
We just want these fully weighted to little two or three.
03:27
So set these to one.
03:32
OK? That's fixed,
03:38
right?
03:39
Let's look at the big toe. Now,
03:42
actually, let's mirror the weight and see how we are doing first.
03:46
It looks like we have a bulge up here.
03:48
So this section is obviously being influenced by the knee joints a bit too much.
03:56
Let's adjust it. So it's pulled back onto the twist joint.
04:06
So that's better but too harsh. So we need to smooth it out now around the edges
04:12
just slightly.
04:14
Ok. That's looking better,
04:19
Right. Let's mirror again.
04:24
Yeah, much better but not perfect.
04:27
You ideally do want a little influence. So the character looks more organic.
Video transcript
00:03
Let's just check the car.
00:06
OK. So that's influencing quite a lot of the leg.
00:09
Let's pause it so we can see what it looks like bent.
00:14
We can see there is quite a break here.
00:17
OK. This needs to be influenced more by the knee twist joint
00:22
that's block this saying
00:24
something like that.
00:26
And now smooth both ends,
00:34
maybe add some influence back here.
00:37
OK. Next twist joint
00:41
again, we have no influence here. So we need to add some in.
00:45
We also need to remember to update the lower section two.
00:48
So the twist joint affects here and not the calf joint.
00:53
OK. Now, we can add in the twist joints influence
00:57
again exactly the same as we have done before.
01:02
Actually a bit lower.
01:05
We need this all the way down to the foot
01:08
and soften up here. So it's not angular as it twists.
01:14
OK? It looks good,
01:17
the foot will eventually be rotating with this.
01:19
So it won't look broken when the rig's built.
01:23
OK?
01:24
Looks like we just need to smooth out the foot here. It's too angular,
01:32
that's a bit better.
01:34
Let's pause the tours now and work on them.
01:39
So we want less of an influence here.
01:45
And down here,
01:49
let's increase the influence here. So this section of the toe is more solid.
01:56
We're starting to see why it's important to have cleaner topology.
01:60
If the edge loops here were better organized,
02:02
this area would bend in a much nicer way.
02:06
Something like this set up is ideal.
02:08
I know these are human fingers, but you should get the idea looking at the topology.
02:17
So we just want a better crease here.
02:19
So each section is more defined.
02:25
OK. Let's look at the claw.
02:27
Now, this may not eventually be rigged.
02:29
So it's an extra joint I added just to give the animator more flexibility.
02:35
We can see that it's more gray than white. So we need to update it.
02:38
So it's weighted fully to the toe joint.
02:42
Actually let's do something different here.
02:44
So I'm just going to select the faces of the claw.
02:50
We hold down control and right click,
02:52
bring up the marking menu and convert this selection to vertices.
02:56
All we need to do now is flood this area with our settings maxed out.
03:01
That's better.
03:04
Oh Looks like we missed some verts.
03:08
OK.
03:08
So sometimes this may happen and you may find
03:10
that the brush just won't catch these tiny vertices.
03:15
In this instance, we can just select them
03:20
open a component editor.
03:22
We just want these fully weighted to little two or three.
03:27
So set these to one.
03:32
OK? That's fixed,
03:38
right?
03:39
Let's look at the big toe. Now,
03:42
actually, let's mirror the weight and see how we are doing first.
03:46
It looks like we have a bulge up here.
03:48
So this section is obviously being influenced by the knee joints a bit too much.
03:56
Let's adjust it. So it's pulled back onto the twist joint.
04:06
So that's better but too harsh. So we need to smooth it out now around the edges
04:12
just slightly.
04:14
Ok. That's looking better,
04:19
Right. Let's mirror again.
04:24
Yeah, much better but not perfect.
04:27
You ideally do want a little influence. So the character looks more organic.
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