Game Development Reference
In-Depth Information
5. Orbit around so you can see the offending geometry. In the solution shown in
Figure 7.44, the geometry at the top of the leg mesh appears to be too affected by
the thigh bone to the point of swinging through the zombie's coat. Press Z to enter
Wireframe mode. The bones will become transparent and the coloring of the zombie
will be flat so that no shadows obscure the weight painted colors. The topology of the
zombie mesh is also visible in this mode, making it optimal for weight painting.
6. Since you have at this point added weight painting only to the zombie's legs, you
should add automatic weight painting solutions to the Root and Spine bones of the
zombie. By doing so, you will get a more accurate idea of what painting needs to be
done when the zombie is more completely rigged.
7. On the 3D viewport header are some new buttons for weight painting. LMB-click
the button that looks like a cube with one side checkered. This is the Face Selection
Masking button. With this mode selected, you can RMB-click the faces you want to
paint. Figure 7.45 shows the appropriate selection (the selected faces are outlined in
white dotted lines) for the painting you are about to do. Note that these views have
perspective view turned on. Since you will be painting the top of the pants geometry
that is inside the bottom of the coat geometry, it is a good idea to use perspective
view so you can orbit the camera inside the zombie model.
Figure 7.45
Creating a geome-
try mask for weight
painting
8. If it is not already visible, press T to bring up the 3D viewport Toolshelf, which con-
tains the brush tools for Weight Paint mode. Unlike with Sculpt mode, the tools
for weight painting do not require a lot of explanation. By clicking the image in the
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