I had to show joints-shading-xray go into the outliner choose the skin skeleton and smooth bind. Painting joints to the mesh that surrounds it. I had a problem with some of the mesh so I had to go into the component editor to modify influences that joints have on the affected mesh. Then go back into the paint weights box and paint and blend.
Thursday, 26 November 2009
Key Framing and painting weights
Skinning - 24th Nov
Mmmmm........Where do I start......nothings ever simple.......
I wanted to attach my mesh to the Rigg. Steve's confidence that it wouldn't be a problem was some what optimistic!! (Thought I'd be able to achieve this in the morning.....however, it took the whole day)! I had doubts that I would be able to achieve this straight away by the problems that I've had with other tasks modelling my character. Binding skin did not work due to components not having deleted History. First of all I had to select bones and group them. So I can select set members to skin. Difficult to locate so went into the outliner and the hypergraph to locate certain bones.....this is because I forgot to name three of the bones. (I see why it's so important to label as it is much easier to locate in the hyper-graph). Alex quickly went through Hierarchy in Hyper-graph with me ......Quite complicated.....(will go through during Christmas). Anyway my point is.......binding skin didn't work as I hadn't deleted history on some of the components. When I went through individually each object...the main body would not enable me to delete history. Steve said that I would have to convert the model into polys again!!!! Anyway spent the afternoon doing this only to find that Steve had a brain wave going back to my nurbs model - edit-delete by type-history and additionally delete-non-deformers-history......BINGO!!!!!! It worked.......So by the end of the day I finally had the binding done!!!!! Nice one Steve......
As I need to press on with Post Production tomorrow Thursday I will paint weights and maybe animate Willie!
Coolio.....
Evaluation
Let me begin by just stating that originally the intention for choosing this project was too have a go at modelling. Considering I haven't really modelled in Maya I am really pleased with my learning outcome and the result of the character. Even though it has been quite a difficult journey not knowing what was the best way to do things especially when they went wrong.
The biggest challenge was continuously finding hurdles with dealing with a nurbs model. The reason why I chose a nurbs model originally is because most of the tutorials that I had been looking at and following Cheryl Cabrera book tells you to start in nurbs and because I had already achieved most of the model in Nurbs. After constructing Willie so many times in polys (due to actions not working with the nurbs model) I felt that the character was more suited to the original design in nurbs. However, after all the problems and resolving them, right at the end I had to finally give up and convert again to polys!
I have had endless problems with my model and for my first modelling project I am pleased with the outcome. I have learnt a lot from tutors students and from books and you tube videos etc. and most importantly even though I have run out of time to animate my model I feel I have achieved what I wanted from this project mostly through my mistakes and problems.
Originally I was going to model Cornelius and decided to model Willie instead as I felt He would be easier! I was somewhat mistaken.........Even the most simplest shaped character can be a complete nightmare! Especially being my first.... not knowing how to do things and having to learn quickly such as rigging, painting weights etc and what to expect. Not knowing how to do something or what I do when something goes wrong was the biggest hurdle with this project.
I am pleased with the final model of Willie and feel that it is very close to my original concepts. I am not entirely pleased with the textures and will finesse them during the Christmas holiday. Partly because I bump mapped the texture on the body giving it a very rigged texture resembling shredded wheat! I changed the texture and excluded the bump map to give a better result.
I know many students have thought that my character looks a bit like 9. This, wasn't intentional as I had designed the character before I saw 9 and through my research added this in as I really liked the texture. Willie was always going to be made from old natural fabrics and I wanted him to look quite dark and sinister this was achieved by adding the button eyes as you can't sense any emotion.
I feel I have met my original brief by achieving the following tasks
- Designing
- Modeling
- Texturing
- Rigging
- Skinning
- Painting weights
I was never anticipating to go beyond rigging my character but as I moved on to each stage I had this obsessive need to see the character completed. I would have loved to show my finished character moving to give a sense of personality but unfortunately I have still to finish painting weights before I animate.
Monday, 23 November 2009
Rigging Willy
OK....now trying rigging.....with the help of Steve's Rigging Tutorial and Maya Character rigging book.....Thank you to Clym helping me out and understanding Rigging. This is making joints, parenting, attaching IK Handles, Pole vectoring, constructing locators. Adding eye movements. Just need to establish how to combine Nurbs and attach skin......Then need to finish texturing and start animating.
Thursday, 19 November 2009
Modelling Nurbs and Polys.........
Stressful... was up till 3 this morning converting model to polys and merging vertices etc. had some problems with converting but eventually completed. Alex and Steve have been brilliant.....Alex help me relax showing me a few new tools and showing me simple rigging techniques. Was playing around with the texture and UV mapping and found out that I can actually texture on nurbs... Awesome!! In any case at least I managed to learn how to convert and use poly tools to model....
Willy, (as mentioned before) is made of different componants....body, left and right arm, left and right leg, hood, eyes, drawstring detailing, thread, and modeled wearing a gorillas outfit. This is why the arms and feet are long and baggy, to give the impression that Willy is wearing a gorilla suit. I prefer the model in nurbs as the weight of the stomach is balanced against the rest of the body signifying the big bulge of a stomach that Gorillas have. This is balanced by the feet being slightly apart and feet facing slightly outwards. This will give the impression of Willy woddling as he walks. Although, maybe the same weight and detail would occur on the Poly model smoothed out a bit more.
Had a really successful day today. After realising that I could texture on nurbs I decided to focus on the nurbs model. However reference to polys have been supported as I feel that it has helped me understand the differences. Played around with textures today and bump map. quite pleased how my model looks as it is made of lots of different materials. So good seeing how the textures look on the model as it brings it to life.
I took the textures into Photoshop to get the texture how I want it and bump mapped over it. The effect is too exaggerated as I want it to look like fabric not shredded wheat......Shall play around with it. Clym showed me a cool way of changing the flow of fabric to make the holes bigger or smaller or angled etc. Cheers Clymbo! Touched on Rigging.....gonna try rig my model for next week! Wish me luck!
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