The last part of the rigging process is to finish the mesh with coloring the weight. Coloring the weight allows the joint to alternate the correct part of the mesh so that for example moving the elbow would not drag the head part of the mesh together.
Before the coloring, I need to combine the skeleton with the mesh in order to interpret the colors. Using parent constrain the eyeball to the joint of the eyes and aim constrain the control to the eye joint can enable the whole eyeball to move.Luckily I have successfully made it to the stage without much big problem by following the video guide.
Press B to go to brush mode and to select the part of the joint and paint the area it is influencing in red and smooth the color out can effectively make a nice movement on the mesh. What I struggled is to figure out which part of the mesh the joint has influence on that is more difficult than I thought because the joints all have relationship with each other therefore I need to consider carefully before painting.
I have experiment this for couple times until I reached the result I want. Erasing and repainting, honestly this is not a fun part but very essential so as to achieve a nice movement of the character. By doing that, the character would never be like this(see picture below)...
But a perfect till like this when rotating the head. This is done by deselecting the non-influencing part and paint the whole head.
And here is the first finished character of our telling tales project. I am very proud of it and feel much confidant and comfortable using maya now. However, I wish I can refer less to the video guide and try to remember more in head I order to proof that this new knowledge is absorbed. In the next model, I am aiming to remember most of the steps in head and try to watch the video guide as few as possible while including own style more.
No comments:
Post a Comment