Game Development Reference
In-Depth Information
The waist, leg, and foot have now had their weighting reworked and should now deform
correctly when Kila is animated. Try putting the leg into some different poses to see how
different areas deform, making any changes you need before you proceed.
Head and Neck Weights
Before we move into this section's steps for the head and neck weights, let's make sure we
have the face all set. Regardless of which version of the character you are working on, the
face area will have already been weighted, either earlier in this chapter (for blend shapes)
or in Chapter 13 (for joint-based).
The blend-shapes face is already a separate object, meaning we can't accidentally edit its
weighting. Be careful on the joint-based face, though, since the weights can easily be dam-
aged.
If you are working on the blend-shapes model, make sure the vertices around the face are
fully weighted to the head joint. The face geometry's weighting is fine, but because it's a
separateobjectweneedtoguardagainsttearingaroundtheedgeswhereitjoinstothebody
mesh. To do this, work on the body geometry, fully weighting the vertices around the face
to the head joint.
In the joint-based version, make sure all but the face is fully weighted to the head joint.
You can do the hair for now, if you want; just make sure not to touch the face's weights.
You can see both versions of the head in Figure 14.30 . The joint-based Kila is on the left,
and the blend-shapes version is on the right.
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