Tuesday, 11 May 2010

Rigging and weight painting....again

After having tweaked the mesh I've got round to rigging and weight painting again. The armature was exactly the same as last time with extra bones for the front and back of Chun li's dress.

I am now discovering how important the weight painting process is to the quality of the final animation. I was able to weight paint the legs easier this time as I found out that if you hide vertices in edit mode, although they re-appear in object and weight paint mode, they cannot be painted over. In addition to this I painted the cloth parts of Chun li's dress first this time so I could move them out of the way and paint underneath more effectively. This made a huge difference.

As well as this I have used weights of 0.5 (green) on some of the joints so that both bones influence the mesh.



I also took away the weight painting of the hip bones and painted the legs right up to the waist. This was in an attempt to remove crimping I was getting at the top of the leg.



Even with these precautions I am finding it incredibly difficult to eradicate crimping and poor mesh deformation in the legs and particularly the groin area. I believe this is because of the size of her legs and thighs.




After working on the weight paints for some time I have tried posing my character again in her most extreme position she will have to take.

It's not looking too bad, most of the crimping can be hidden and as this is as far as she will have to stretch I may settle for these weights.

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