In some cases, after
you’ve skinned a character, you might need to make adjustments,
either to the character mesh (for example, adding details such as
pockets or increasing mesh resolution for more realistic-looking
joints) or to the rig, such as modifying the structure. This section
shows how to recover from such a situation without having to re-skin the
character.
This section also covers
using Skin Wrap to transfer a skinning solution to a similar character
with a different mesh resolution.
Set up the lesson:
- On the Quick Access toolbar, click (Open File), navigate to
the \character_animation\skinning\ folder,
and open the file modifications_post_skin.max.
This scene contains the
final Emma character with two modifications:
First, a patch has been
added to the upper arm of the character mesh:
Second, the thigh bones
have been subdivided to lend the rig more articulation:
Let the Skin modifier automatically adjust
for mesh changes:
You can follow along
on the included character or simply use this as a procedure for
your own project.
- Expose the rig, if necessary, and return
to Setup mode by selecting the CATParent (the triangle under the
rig), going to the Motion panel, and clicking (Animation Mode) so the
button image changes to (Setup mode).
The rig snaps back to
its original position.
- Go to the Modify panel, select the
character mesh, and turn off the Skin modifier.
- Go to the Editable Poly level in the
modifier stack and make your changes to the character mesh.
For example, in the included
scene, you could delete the shoulder patch and use Bridge to replace
it with clean quads.
- Turn the Skin modifier back on and re-enable (Animation mode) for the
rig.
The Skin modifier weights
any new vertices automatically according to surrounding existing
vertices.
- Scrub through the animation and tweak
the auto-generated weighting as necessary.
Let the Skin modifier automatically adjust
for rig changes:
This method uses a special
function in the Skin modifier that toggles whether rig changes affect
the character mesh.
- Go to the Modify panel, highlight
the Skin modifier, and on the Advanced Parameters rollout, turn
off Always Deform.
- Turn off the Skin modifier and set the
rig to Setup mode.
- Adjust the rig as necessary. For example,
you might have been handed a rig in which the leg bones were not
of the same proportions. In this case, you’d lengthen or shorten
a bone in one of the legs.
- After you finish making changes, select
the mesh, turn on Always Deform, and then turn the Skin modifier
back on.
- Select the CATParent and return to Animation
mode.
The rig changes do not
cause any unwanted deformation of the character mesh.
NoteThis method is not
foolproof. If, for example, the character is properly skinned and
you drastically change the proportion of the bones in one leg, that
leg’s skinning will probably need adjusting. This is mainly for instances
where the skinning is correct but the rig does not conform to the mesh
in an isolated area.
Transfer skin to another mesh:
A quick way to transfer
a skin map from one character to another that uses the same rig
is with the Skin Wrap modifier. Basically, Skin Wrap uses location
to transfer animation from one object to another. It does not depend
on topological similarities.
ImportantBe sure to perform
all the steps in this procedure at frame 0. You can scrub in between
steps to check the animation, but always return to frame 0 before
changing settings, applying modifiers, and so on.
- Open the final version of
the Emma scene file (configuring_skin_finished.max),
turn off the Skin modifier, and place the rig in Setup mode.
- Open the final version of the Emma scene
and use Tools menu Clone
to copy the mesh to two new objects. Name them Emma_LowRes and Emma_HighRes.
Move them to either side of the original.
- Select Emma_HighRes,
delete the Skin modifier, and apply the MeshSmooth modifier. On
the Parameters rollout, under Separate, turn on Materials and Smoothing
Groups.
This produces a model
with about four times the number of vertices.
- Select Emma_LowRes,
delete the Skin modifier, and apply the ProOptimizer modifier. On
the Parameters rollout, click Calculate, and then set Vertex % to 50.0.
This produces a model
with the same look but about half the number of vertices. It’s suitable
for a mobile 3D application or for a character that’s viewed only
from relatively far away.
An important requirement
of Skin Wrap is that the objects between which you’re transferring
animation be in close proximity. You’ll start with the low-resolution
model.
- Move Emma_LowRes to
the same location as Emma, which is (0,0,0).
TipIf you previously
moved it on the X axis only, just right-click the spinner to the
right of the X field on the status bar.
- Apply the Skin Wrap modifier to Emma_LowRes.
On the Parameters rollout, click the Add button, press H to open the Pick Object dialog,
and select the Emma object. Right-click to exit
Add mode.
There will probably be
a short delay while Skin Wrap performs its calculations.
- Right-click in the viewport or click
the Add button again to exit Add mode.
- Select the Emma object, turn
on the Skin modifier again, set the rig back to Animation mode,
and hide the object and rig.
- Play the animation. It plays
back perfectly.
The process is the same
with Emma_HighRes, except that applying
Skin Wrap takes longer because of the greater complexity of the mesh.
Save your work:
- Save the file under a new file name.
Summary
You covered quite a bit
of ground in this tutorial. You learned how to fit a complex character
mesh to an animated rig, how to adjust for edits to the mesh and
rig, and how to transfer the skinning data to a character with a
markedly different resolution. The main work in skinning a character
is to make sure the vertices at bend points are properly weighted
among the bones that influence the motion. This requires patience
and attention to detail. But the result, in obtaining a realistically
animated virtual person or other character, is well worth it!