Monday, 17 August 2020

Toolkit 2: Autodesk Maya: Jetpack Jones: Skinning (Part 4)

Setting up the keyframes for the fingers before blending the weights after taking the geometry out of the 'Smooth' preview setting.


Selecting the edge of the joint where the weights need to be blended and converting it to vertices, changing the 'Value' setting to 0.1000, and pressing the 'Flood' button until the edge is where it needs to be.



Applying the same steps to the next row of vertices on the same joint, but only hitting the 'Flood' button a single time.


Applying the same process again on the vertex on the opposite side, but switching the weights from the first joint to the second to blend them properly and ensure the geometry behaviour is correct when bending the finger.


Previewing how it looks with the geometry smoothed. 


Using the same set of processes on the middle and base joints of the same finger.



Using the above steps to repeat the entire process for the other fingers and the first joint of the thumb.


Moving on to the thumb twist area. Decreasing the 'Value' to flood in smaller increments on the thumb twist joint.


Doing the same again but flooding onto the thumb base joint instead.


Tweaking the thumb twist as well as proceeding to edit the weights on the underside of the thumb.





After completing the thumb, the spaces between the fingers are flooded 100% on the wrist joint. The base joint on both fingers on either side of the space is then selected and both have a smaller flood value added. This is repeated for the other two spaces between the fingers as well.





Tweaking the bases of the fingers on the underside of the hand. 


Moving on to the wrist area after completing the hands. The wrist vertices are selected, followed by the 'Replace' option. The 'Value' is then set to 100% again and the entire area is flooded.


Locking all of the joints.


Unlocking only the forearm and wrist joints and then tweaking the wrist using the 'Add' and 'Smooth' options with varying 'Value' options until satisfied with how the geometry behaves.


Once complete, the wrist joint is locked and the elbow layer is unlocked (the forearm joint also remains unlocked). The 'Add' and 'Smooth' functions are used again to create a smooth twist in the forearm when the wrist is rotated.



Unlocking all of the layers again to work on the elbow. Following a similar process as the fingers; flooding a 'Value' of 0.1000 to either side of the centre row of vertices on the elbow and shoulder joints followed by smaller values for a falloff effect when the arm is bent.



Applying these processes to the clavicle and the shoulder.



Working on the collar area and weighting the neck to the first chest joint so the geometry of the neck doesn't protrude through the collar when twisting and moving.


Working on the torso and pelvis by adjusting the weights for the upper, mid, and lower torso joints and the pelvis joint.



Body twisting.



Squash and stretch effect.



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