Weight Painting workflow issues

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Weight Painting workflow issues // Tech Forum

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Post by RichLevy // Aug 2, 2008, 11:09am

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I am looking to make this SnakeMan animate but I am running into problems with the jaw area. I am trying to separate the upper and lower jaw by subtracting the upper jaw from it's influence... Problem is I am running into some problems getting to some of the vertices's.


Any tips or workflow ideas I can use to get thru this.


In the future I will model the models so this does not happen but I unfortunately will have to kludge my way thru a couple of models...


Thanks for any help.



Rich

Post by Jack Edwards // Aug 2, 2008, 11:19am

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Rich, have you tried using the point edit tools to make the selection then converting it? Or using the new hide geometry features?

Post by RichLevy // Aug 2, 2008, 11:54am

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I'm going to post something in the Beta area, the skeleton just jumped out of the rig when I left weight paint mode to go into the modeling tools.


I was not aware you could leave Weight Paint Mode to select vertices or hide parts of the model, or is this possible in weight paint?


Rich

Post by Jack Edwards // Aug 2, 2008, 12:29pm

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Heidi posted a video demonstrating the technique around here somewhere... :o

Edit: Ah here it is:
http://forums1.caligari.com/truespace/showpost.php?p=72984&postcount=2

3DFrog or Tiles can probably help you out with the hiding workflow.

Post by RichLevy // Aug 2, 2008, 1:01pm

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Thanks for the video link Jack, that will help me get something going.


Rich

Post by Heidi // Aug 2, 2008, 2:38pm

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If you have UVmapping on it, you can go into point edit and then use the UVE to select the parts of the geometry you want hidden. That seems to be more precise for me.

Post by W!ZARD // Aug 3, 2008, 6:21pm

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Another option may be to dispense with the jawbone all together and use morphs to drive the jaw movement.

Post by RichLevy // Aug 5, 2008, 10:44am

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Another option may be to dispense with the jawbone all together and use morphs to drive the jaw movement.



That is a good option for many situations, though I am convinced this is the best way to do it for this particular character. The movement I am able to get with the bones in TS7.6 is very impressive!


Thanks for the info.


BTW


I was able to work thru the situation, it proved to be a good learning experience and I came away having learned some nice tricks:


1)try to model your character before hand with weight painting, uvmapping and animation in mind.


2)The weight painting tools as they are right now are enough to do a very complicated mesh, though you will have to do many of the techniques listed in this thread.


3)setup a default position for your character before you even begin the painting. You will need to be able to get back to a default position as you go thru painting, testing the weights by moving and animating the character.


4) be careful with the paint, make sure you are not getting splatter on other parts of the rig not associated with the area you are working on. I ran into this more than I care to mention, the only way to find these areas is to go thru the rig bone by bone and carefully looking at all of the vertices and seeing if any of them is highlighted. If they are subtract your brush and remove the splatter :D


5) Test the rig often, one of the things TS7.6 does with the weights is make the blending between bones a touch bit too hard, this might not be a problem in y7our low poly rig, but in a medium to high poly rig you might find this blending a bit too harsh. You may only have a couple of areas to do this with depending on the rig... so test everything as often as you can.


HTH


Rich

Post by W!ZARD // Aug 5, 2008, 12:24pm

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All good advice Rich - especially your first point. This is something that you learn by experience of course.

Post by RichLevy // Aug 5, 2008, 1:00pm

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All good advice Rich - especially your first point. This is something that you learn by experience of course.



It is a 2 edged sword now isn't it :)



Thanks for looking.



Rich
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