About drawing skin weights, I began to get used to using the digital board to operate Maya, which really saves time, and the pressure of the hand-painted pen is more convenient to draw weights.
How to draw Skin Weights
The premise of painting weights is that the bones have been bound, but the skin will be distorted when the controller is rotated, so it needs to be rearranged
- Select the object and click to draw skin weights
- Then enter the point mode, select the corresponding point with the lasso, and click the flood command (add and the value all 1). At this time, the weight will appear.
- Select the smooth command to average the weight
- When rotating the shoulder, the extreme value is generally selected to draw the weight, for example, enter the rotation value into a 45 degree angle
- When drawing the skin weight, it is necessary to maximize and reduce the volume loss. At the same time, do not intersperse, and then ensure that the wiring of the body is uniform and keep the shape of each joint intact
- Keyboard B can zoom in and out of the brush
- Adjust value to – 1 and 1 to reduce and increase weight
- Reduce the opacity value as much as possible, and slowly increase or reduce the weight
- The “nail” button can select the joints to be drawn and display them separately to facilitate drawing
- When painting weights, the brush should be on points, because for a model, the weights act on points rather than faces or lines
select the vertex click the skin — paint skin weight tool display separately unlock the corresponding joints press B and drag middle mouse Flood and opacity ( value ) command “smooth”and “add” twist — to translate the value xyz
https://haokan.baidu.com/v?pd=wisenatural&vid=2865353343554908229
https://www.bilibili.com/video/av540284212/
Part2 The whole Arm Weights
At the extreme point, proper joint insertion is allowed, because the arm rotation is usually less than 90 degrees, but it can be adjusted as much as possible
Notes
- Mirror — select the object mode and mirror skin weights
- ctrl shift R make the translate and rotate and scale to 0