Friday, 27 May 2011

Character Skinning / Vertex Weighting

Use skin modifier to show the objects movement according to the bones.

For skinning; the Morpher modifier ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > Skin ). Activate the Envelope sub-object level.




The bone is used to control the body. I created bone for head, wings, tail,neck, legs and body:

To see the bones better turn Turbosmooth modifier off, then create bones in front viewport (Create panel > Systems > Bones ). To end the bone creation, right-click, that creation creates a small nub bone at the end of the chain, will be used with IK ( inverse kinematics ).


Each bone is the parent of the other, while moving the parent bone for example the wing the children move.


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