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How to efficiently bind the skin to the model, so that only the necessary selected joints are affected, then adjusting the weights.
Transcript
00:04
OK. With the joints selected, let's look at skinning. The model,
00:09
add the model to the selection,
00:12
go to skin, find skin and open the options.
00:16
I'll reset this.
00:18
As you can see, we have lots of options here.
00:21
First, we want to change bind, so it will only bind to the selected joints.
00:26
We don't want the full hierarchy.
00:28
We also want to change maximum influences to four.
00:32
This dictates how many joints can affect each vertex.
00:36
And again,
00:37
the more influences you have the bigger impact it will have on the game engine
00:41
four is usually the amount to use, but it depends on the target platform.
00:46
So it's always best to check
00:48
if you have to change this later on, it will involve repainting a lot of skin weights.
00:52
So it's good to know from the outset.
00:56
Let's supply this and see what we get.
01:00
So the first thing we see is that half the skeleton is now color coded.
01:05
This is an option in the settings,
01:07
but it indicates it's now skinned.
01:09
Don't worry if it's just colored half the skeleton like here.
01:13
It has only done this because of our joint selection.
01:16
If you want the full skeleton to be colored,
01:18
you can instead bind the full joint hierarchy
01:21
and then manually remove the joints you don't need from the model skin cluster.
01:26
Speaking of which
01:28
you can now see the model has a skin cluster node attached,
01:32
this stores all the skinning information.
01:35
We can now also move the skeleton and the model follow us.
01:41
Let's change the view.
01:44
That's better.
01:45
So what we have are the default weights, which is a starting point.
01:50
As you can see the arm doesn't deform in the right way just yet.
01:55
Let's look at the fingers.
01:56
They are a good place to test how things are deforming.
02:03
You see this finger looks very soft and spongy.
02:07
Yes, we can fix this by adjusting the weight,
02:09
but we could also save ourselves some time
02:12
by experimenting with the other skinning options.
02:16
Let's reset the pause.
02:19
An alternative way to reset the pose of a skinned model
02:22
is to select, go to bind pose under the skin menu.
02:27
OK. We want to remove the skinning information now, so we can reapply it
02:31
this time. Go to un bind skin.
02:35
This is a much simpler window with just a few options,
02:39
you can choose to delete the history which removes the skin cluster completely.
02:45
Keep the history, which will instead detach the skeleton but keep the skin cluster.
02:50
This is useful if you need to make some minor adjustments to the skeleton,
02:54
but don't want to lose the skin weights
02:57
to then reattach it.
02:58
You need to use the bind skin option again,
03:00
but it will instead use an existing skin cluster rather than creating a new one.
03:05
Finally, you can bake the history.
03:08
This will make the model retain its current pose and position
03:11
to effectively bake the defamation into the model.
03:15
Let's apply that
03:19
OK. Good.
03:20
The model is free again.
00:04
OK. With the joints selected, let's look at skinning. The model,
00:09
add the model to the selection,
00:12
go to skin, find skin and open the options.
00:16
I'll reset this.
00:18
As you can see, we have lots of options here.
00:21
First, we want to change bind, so it will only bind to the selected joints.
00:26
We don't want the full hierarchy.
00:28
We also want to change maximum influences to four.
00:32
This dictates how many joints can affect each vertex.
00:36
And again,
00:37
the more influences you have the bigger impact it will have on the game engine
00:41
four is usually the amount to use, but it depends on the target platform.
00:46
So it's always best to check
00:48
if you have to change this later on, it will involve repainting a lot of skin weights.
00:52
So it's good to know from the outset.
00:56
Let's supply this and see what we get.
01:00
So the first thing we see is that half the skeleton is now color coded.
01:05
This is an option in the settings,
01:07
but it indicates it's now skinned.
01:09
Don't worry if it's just colored half the skeleton like here.
01:13
It has only done this because of our joint selection.
01:16
If you want the full skeleton to be colored,
01:18
you can instead bind the full joint hierarchy
01:21
and then manually remove the joints you don't need from the model skin cluster.
01:26
Speaking of which
01:28
you can now see the model has a skin cluster node attached,
01:32
this stores all the skinning information.
01:35
We can now also move the skeleton and the model follow us.
01:41
Let's change the view.
01:44
That's better.
01:45
So what we have are the default weights, which is a starting point.
01:50
As you can see the arm doesn't deform in the right way just yet.
01:55
Let's look at the fingers.
01:56
They are a good place to test how things are deforming.
02:03
You see this finger looks very soft and spongy.
02:07
Yes, we can fix this by adjusting the weight,
02:09
but we could also save ourselves some time
02:12
by experimenting with the other skinning options.
02:16
Let's reset the pause.
02:19
An alternative way to reset the pose of a skinned model
02:22
is to select, go to bind pose under the skin menu.
02:27
OK. We want to remove the skinning information now, so we can reapply it
02:31
this time. Go to un bind skin.
02:35
This is a much simpler window with just a few options,
02:39
you can choose to delete the history which removes the skin cluster completely.
02:45
Keep the history, which will instead detach the skeleton but keep the skin cluster.
02:50
This is useful if you need to make some minor adjustments to the skeleton,
02:54
but don't want to lose the skin weights
02:57
to then reattach it.
02:58
You need to use the bind skin option again,
03:00
but it will instead use an existing skin cluster rather than creating a new one.
03:05
Finally, you can bake the history.
03:08
This will make the model retain its current pose and position
03:11
to effectively bake the defamation into the model.
03:15
Let's apply that
03:19
OK. Good.
03:20
The model is free again.