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Prepare your skeleton for skinning by assuming the preferred angle, then creating a selection set for only the joints that require skinning.
Type:
Tutorial
Length:
3 min.
Transcript
00:04
So what we need is for the model to follow the skeleton.
00:07
So it can deform and be animated and then eventually exported and used in game.
00:13
A quick way to get back into the main pose is to
00:16
right click on the skeleton and go to a soon preferred angle.
00:20
This will only reset the rotations though.
00:23
So remember at this stage to not adjust the translations on any of the joints.
00:28
Even though we have this full skeleton,
00:30
we don't want every joint to affect the model.
00:33
Some of the joints are here to simply help the others deform the correct way
00:38
you have to remember that this is a real time asset.
00:41
So we have to be economical with what we use.
00:44
The more joints that affect the model, the bigger the impact is on the engine
00:49
plus, there is no point having a joint skinned when it does nothing to the model.
00:54
OK, let's open the hierarchy and take a look
00:58
and we can select all the joints quickly by going to select hierarchy.
01:04
Now deselect the root joint.
01:07
This is used by the engine but not the model. So this doesn't need to be skinned
01:12
I'm also going to remove the cog joint from the selection.
01:16
We already have another joint in the same place here, the pelvis joint.
01:21
So that will control the model.
01:24
Next. Remove the upper arm joints from the selection.
01:28
Again, we don't need these skinned because we added the extra twist joints here,
01:32
which will control the shoulder area for us.
01:36
We can now also remove the hand twist joint too.
01:40
Ok, let's deselect the opposite side,
01:43
the upper arm and the hand,
01:47
we can do the same with the legs.
01:49
So, remove the thigh joints
01:53
and the foot twist joints.
02:00
There we go.
02:02
So those are the only joints we want skinned.
02:05
It's important to add that we can always add or remove
02:08
joints later in the rigging process if we need to.
02:11
So what we're doing now isn't setting stone.
02:15
What I would recommend doing now is storing these joints in a selection set.
02:20
Go to create sets,
02:22
quick selection set.
02:25
Let's give it a name,
02:26
bind underscore joints.
02:29
What we can do now is create the set
02:32
or alternatively create a button on the shelf which will select these joints for us
02:37
for now, just click OK. To create a new set,
02:40
you can see the set down here.
02:42
All I need to do now is right. Click on it and choose select set members
02:47
that will quickly select those joints again.
02:52
If we open it up, you can see all the joints inside the set here.
02:57
So when it comes to rigging,
02:58
you may find that you need to detach and reattach the
03:01
model a few times as you're testing how it deforms.
03:04
This could be to add extra features to the regulator or fix bugs.
03:09
So it can be useful to have the ability to quickly select these joints.
03:14
It may not be such an issue on something like this.
03:16
But if you're working on a high end rig with a lot more joints, it can be a lifesaver.
Video transcript
00:04
So what we need is for the model to follow the skeleton.
00:07
So it can deform and be animated and then eventually exported and used in game.
00:13
A quick way to get back into the main pose is to
00:16
right click on the skeleton and go to a soon preferred angle.
00:20
This will only reset the rotations though.
00:23
So remember at this stage to not adjust the translations on any of the joints.
00:28
Even though we have this full skeleton,
00:30
we don't want every joint to affect the model.
00:33
Some of the joints are here to simply help the others deform the correct way
00:38
you have to remember that this is a real time asset.
00:41
So we have to be economical with what we use.
00:44
The more joints that affect the model, the bigger the impact is on the engine
00:49
plus, there is no point having a joint skinned when it does nothing to the model.
00:54
OK, let's open the hierarchy and take a look
00:58
and we can select all the joints quickly by going to select hierarchy.
01:04
Now deselect the root joint.
01:07
This is used by the engine but not the model. So this doesn't need to be skinned
01:12
I'm also going to remove the cog joint from the selection.
01:16
We already have another joint in the same place here, the pelvis joint.
01:21
So that will control the model.
01:24
Next. Remove the upper arm joints from the selection.
01:28
Again, we don't need these skinned because we added the extra twist joints here,
01:32
which will control the shoulder area for us.
01:36
We can now also remove the hand twist joint too.
01:40
Ok, let's deselect the opposite side,
01:43
the upper arm and the hand,
01:47
we can do the same with the legs.
01:49
So, remove the thigh joints
01:53
and the foot twist joints.
02:00
There we go.
02:02
So those are the only joints we want skinned.
02:05
It's important to add that we can always add or remove
02:08
joints later in the rigging process if we need to.
02:11
So what we're doing now isn't setting stone.
02:15
What I would recommend doing now is storing these joints in a selection set.
02:20
Go to create sets,
02:22
quick selection set.
02:25
Let's give it a name,
02:26
bind underscore joints.
02:29
What we can do now is create the set
02:32
or alternatively create a button on the shelf which will select these joints for us
02:37
for now, just click OK. To create a new set,
02:40
you can see the set down here.
02:42
All I need to do now is right. Click on it and choose select set members
02:47
that will quickly select those joints again.
02:52
If we open it up, you can see all the joints inside the set here.
02:57
So when it comes to rigging,
02:58
you may find that you need to detach and reattach the
03:01
model a few times as you're testing how it deforms.
03:04
This could be to add extra features to the regulator or fix bugs.
03:09
So it can be useful to have the ability to quickly select these joints.
03:14
It may not be such an issue on something like this.
03:16
But if you're working on a high end rig with a lot more joints, it can be a lifesaver.
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