Here you can see the skeletal mesh that encompasses my Player Ship.
It's an evolution on the last testing rig I made for the previous flight test.
This time it takes into account the turrets, foot and wings at the back.
Below is a picture of the rig inside the Player Ship:
I took a much more comfortable root in the rigging/bone weighting method utilising an amazing piece of MEL script for Maya that allows you to allocate weighting in a manner exact to 3dsMax.
I was having a great deal of issues getting used to bone weighting using the 'Paint Weights Tool' / Component View, so after some digging around on the net, I found this very useful script!
http://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/max-skinning-weight-tool-for-maya--2
Also when dealing with
non-organic stuff where it's just needed to weight all of sections to 1 and the model has verts that crossover in places, it is a pain in the ass to swing around
your model looking for all the verts to select.
The method I took was of simply selecting the faces for the verts I wanted then
(making sure I'm in polygon mode) > Select > Convert Selection
> Vertices! (Hours saved!).
Then it was just a case of applying the appropriate weighting to the appropriate bones!
Guess theres no more...
*put on sunglasses*
Weight-ing around!
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