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Skinning a character
For this exercise, you’ll need a low-poly model.
If you are using your own character, you may want to quickly create a low-rez version of it.
(you can use your high resolution, 2K polygons or over, but it will slow things down and complicate your work).
If you are not using your own model, then copy the file “SkinningWilson.max” from the Drop Off drive to your ‘D:’ drive, open it and save it as “Lastname_Firstname_Skinning.max”.
Once you have done that, then your task is to set up a simple rig and add skin to Wilson or your character. (When I mention “Wilson” below, I mean your character or the one that I’ve provided you.)
- Create a basic rig, IK for the legs and FK for the upper body, as we have done for our walks.
- Position that rig inside of the Wilson body.
- Select the Wilson body, and add a “Skin” modifier between the “Editable Poly” and the “Mesh Smooth”.
- Under “Parameters”, “Add” all of the bones in your rig. Do not add the “Dummy” helpers or IK chains, or anything else. Just the bones.
- Save your work as an iteration.
- Check your work by moving the rig around and see if the mesh follows it.
- Undo any movement you have done.
- Save your work as another iteration.
- Edit your envelopes to appropriately contain the mesh around the bones.
Turn your finished rigged and skinned character file into:
Drop Off/Steve Paul/Intro to 3D Animation/Finished Skinned Characters
For this assignment, you need to hand in only your max file.
This is Part 2 of the SNAFU project, and it’s worth 75 points, (7.5%).
I break it down this way:
Character has an appropriate rig built: 25 points
Character has rig appropriately aligned: 25 points
Character mesh moves well with the rig: 25 points
This is due next class, class 02, week 09. |
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