This week, I carried out the weight painting for my model, the hardest thing about this stage was accurately getting the weight correct on each node, especially the fingers, each finger appeared different. For example, when I did what I thought would be a reasonable judgement of having a very heavy weight on finger joints, in fact caused numerous crunching/collapsing problems which in turn made it very unrealistic.
Most parts of the body had to be individually tuned in one way or another, mainly due to the asymmetry due to cloths. which had to have weight painted onto them to correspond with real life movement, judging what parts would move it. For example the torso and right arm would move it, the left would barely touch the cloth.
So a lot of the process was trial and error, having come to a middle ground and making finger joints a yellow-orange weight as when they were set too low, they had to be pulled/scaled way more in engine and was not practical when it came to positioning.
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