Game Development Reference
In-Depth Information
FIGURE 14.30 Fully weight the head and hair to the head joint, but leave the face as is.
Thispreparation leaves theneck,shoulders, andtheouterareas ofherheadtoworkon.We
will need the head icons visible, so turn the left icons off and the middle icons on. Now we
can proceed to look at the neck and shoulders.
First of all, the hair joints will be affecting the neck and the top of the shoulders. Since the
hair geometry is at present controlled by the head, we can safely remove its influence from
the model and reapply it to just the hair later.
1. In the Paint Skin Weights window, set Value to 0 and Opacity to 1 , and select
Hair_A as the joint to work on.
2. Instead of painting on the model to remove the influence, click on the Flood button
at the bottom of the Paint Weights pane. This applies the current settings to the en-
tire model, so in this case Hair_A will have a value of 0 on every vertex. In other
words, this joint won't be affecting any vertices in the model.
3. Next, select Hair_B and click on Flood, and then do the same for the other three
hair joints, to make sure none of them influences the neck or shoulders.
With that done we can now work on the necks weights.
1. Following Figure 14.31 , move the head icon up, exposing the neck and showing
you how it currently deforms.
Search WWH ::




Custom Search