Sunday, 9 May 2010

Rigging and Weight Painting

After deciding to leave the mesh how it is, I have moved on to rigging and weight painting it.


The armature is not too complicated but it should allow for a lot of control over the mesh. There are constraints added to the legs so that they cannot bend in on themselves and there is also a master bone and and eye tracker for future animations. There are also bones added to the cloth that hangs in front and behind the characters legs so these features can also be animated.


The weight painting of the character proved to be very tricky, especially in the leg area as I had to try and paint under clothes and generally parts that were very difficult to get to. Particularly the upper legs.

After weight painting the character I attempted to place her in some poses to test out the armature etc... On doing this I realise how difficult it is going to be to animate her effectively. There are certain problem areas that maybe are not weight painted accurately enough where folds in the skin can be seen and it does not look attractive.

At the top of the legs it really shows that her legs fold in where they shouldn't. It has also become obvious that the thighs and legs of my character could have done with being a bit larger to replicate chun li better but changing this now may have adverse effects.

From here I am not sure what the next step is. The choice I have is to edit the mesh further to make it look better, to try and improve the weight painting so that the mesh deforms better or to dive straight in to the animations.

I would love to spend more time on the model and weight painting but at this stage I might have to get on with the animating.


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