Graphics Programs Reference
In-Depth Information
Skinning
Now we must establish the way the armature is going to affect the mesh. For this, it is
necessary to relate each bone to a set of verices and also deine the amount of inluence
that it will have over them. This type of "relaionship" between bones and verices is called
skinning. The way Blender does skinning is by assigning an influence value on each vertex for
each bone: 0 means no inluence, while 1 means full inluence. The actual tools for creaing
this "weighing" are weight paining or using the automaic populaion of those collecions
of data; we'll just go on with the automaic method, which gives us a weighing that is good
enough for our purposes, but can also be tweaked with the other method if needed.
Engage Thrusters
Let's switch the
char_skel
armature to
Edit Mode
to perform a couple of tweaks to avoid
geing a bad skinning result.
Select the root bone, then go to the
Bone
tab of the
Properties Editor
and disable
the
Deform
panel. Do the same for the
footIK.L
and
footIK.R
bones. The reason
to perform this operaion is simple—these bones are a part of the mechanism
of our armature; their job is not to deform the mesh, but to control other bones,
so we must speciically tell Blender that they should not be used for calculaing
deformaions. Now let's switch to
Object Mode
.
1.
2.
Select the character object (mesh), then, also select the
char_skel
object (both
objects must be selected now), and go to
Object → Parent → Set
. Then choose
With Automatic Weights
from the list. This will tell Blender to perform a special
calculaion to try to determine how each bone must afect the mesh, and set up the
diferent coniguraion seings needed for the correct relaionship to be established
(adding a modiier and populaing vertex groups).
Now let's select only the character object, then go to the
Modiiers
tab of the
Properties Editor
, locate the
Armature
modifier that was placed below the
Subdivision Surfaces
modifier (thus being applied after it), and click on the arrow
poining up to get it moved to the irst place in the modiiers list. This will cause
the armature to affect the mesh before the
Subdivision Surfaces
modifier is
applied. Now let's enable the
Quaternion
opion and disable the
Bone Envelopes
opion of the modiier, to improve the deformaion (quaternion) and to not use
the bone envelopes method for deformaion (using only the vertex groups created
automaically by Blender when using the
With Automatic Weights
opion).
3.