Now that the rigging was complete, there was just the issue of binding the rig to the model. But once that was done I had to fix the influences of the model. I won’t go into too much detail about these process as there is still lots more I want to talk about, but I will go over the main bits of this process that gave me a lot of trouble to deal as well as the two main techniques I found useful for this.
The first technique I used was using the Component Editor.
| Fig 1: Component Editor (Dope Sheet) with the vertices selected and the joints that influence those points |
(Fig 1) When you select the vertex (or
vertices) on a model, and open up this window, you shown with all the joints in
your rig in the form of a spreadsheet, with this you see at what points where
moving the joints in where the selected vertices are influence other places
that should not be affected at all. It is also known as Dope Sheet Editing
(spoke about briefly here).
I didn’t really use this method
of editing the influences too much – I only really used it for fixing the
problem with the legs. I selected the vertices on the left leg and opened up
the component editor and noticed from the sheet that there was a little bit of
influence that was being carried over to the opposite leg whenever I moved it –
so, all I did was highlight of the values in the leg opposite and then pressed
0 – this changed all it’s values to 0, which meant now that when and if I move that
leg, then the leg next to it wasn't affected (Figs 2 and 3).
| Fig 2: Columns now changed to 0 - meaning no influence when I move the left leg in those areas. |
| Fig 3: I now can move the left leg without the opposite foot and ankle moving with it. |
I didn't really use this way for
tweaking influences as much - it's good for zeroing out on certain limps and it was nice to look use something that I did read about earlier on.
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