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Video Info
Videos in this series
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Skinning File Preparation
Description:
Since the skinning process for our Goblin character will be history dependent, we need to do some preparation on our file to minimize scene size.
Running Time: 00:00:00
+
Fixing Goblin UV Problem
Description:
At some point along the construction process, our goblin lost his UVs. In this video, we establish a quick fix for this issue.
Running Time: 00:00:00
+
Fixing Reversed Tongue Problem
Description:
The tongue had been mislabled on our character, leading to a reversed effect when the jaw moved left and right. This gets fixed.
Running Time: 00:00:00
+
Combining Facial Rig and Render Geo
Description:
Our facial rig is clean and ready to be added to our render geometry. In this video, we establish the connection between the two files.
Running Time: 00:00:00
+
Combining Character Rig and Geo
Description:
Now that our facial rig has been added to the render geometry, we can bring the whole combination into the rig file for skinning.
Running Time: 00:00:00
+
Skinning Overview
Description:
Before we begin the actual skinning process, we need to go over some of the key factors that will influence the skinning operation.
Running Time: 00:00:00
+
The PoseDeformer Plugin
Description:
PoseDeformer is a brilliant plugin developed by Michael Comet that allows us to create pose-based deformations in our characters.
Running Time: 00:00:00
+
Joint Set and Initial Skinning
Description:
To ease the skinning process, we start out by creating a set to contain all of the joints that will be influencing our geometry.
Running Time: 00:00:00
+
Weighting the Spine
Description:
The first set of skin weights we will adjust will be for the spine and stomach area, as well as the pelvic region.
Running Time: 00:00:00
+
Weighting the Legs
Description:
The legs are fairly easy to weight, since there are so few joints to actually influence the geometry. Here, we set up those weights.
Running Time: 00:00:00
+
Weighting the Head
Description:
Since the head's animation will be controled primarily through our facial rig, all we really need to do is skin the head to a single joint.
Running Time: 00:00:00
+
Weighting the Arm
Description:
The arm is an interesting skinning project, as we have to take into account not only the result rig, but also the twist segment joints.
Running Time: 00:00:00
+
Weighting the Hand
Description:
Weighting the hand is not necessarily difficult, but setting up all of the fingers can take a little time. In this video we show how it's done.
Running Time: 00:00:00
+
Stomach Influence Objects
Description:
In this video we show how we can employ some simple influence objects in the stomach to cause it to deform if the legs push against it.
Running Time: 00:00:00
+
PoseDeformer - Knee
Description:
We now move on to the use of the PoseDeformer plugin to create some cleaner deformation when the character's knee bends.
Running Time: 00:00:00
+
PoseDeformer - Manual Mirroring
Description:
Although our setup does not allow us to utilize the PoseDeformer plugin's Mirror command, there is a way that we can manually mirror our shapes...
Running Time: 00:00:00
+
PoseDeformer - Shoulder
Description:
The shoulder is by far the most complex deformation we'll have to deal with. In this video we take a look at the process of cleaning it up.
Running Time: 00:00:00
+
PoseDeformer - Elbow
Description:
The last deformation that we're going to focus upon is the bending of the elbow, which will allow us to retain volume in that area.
Running Time: 00:00:00
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