Skinning is the next part of preparing the model for animation. I have to adjust each vertex to be controlled by corresponding bones, so the mesh will bend correctly. To make my life easier, I decided to keep the model with separate meshes, which means that I haven't merged the whole model into one mesh. This allows me to paint weight on separate objects, so I don't need to worry about selecting the wrong vertices when painting. I merged the house with the bottom platform, and soil into one mesh, because it is going to be controlled by a single bone. Legs are separate as well as herbs, ropes, talismans and bigger roots. I also kept roof and root planes separate as I am planning to use a cloth physics inside Unreal. It should give me a nice subtle effect of moving roots.
I added a skin modifier for each mesh and select the bones which are going to control each part
. I started with the legs since this is the most complex object. Because I created the rig correctly, the default result of the skinning was ok. However, I had to spend some time painting the weights where the toes bend. Talismans, herbs and roots were really quick since the default weights were set properly, so I just had to adjust some of the vertices in a few models.
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House is controlled by a pelvis bone, it allows him to bend in different directions. |
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Legs- the weight on joints has to be blend between two bones. |
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Legs deformation |
Herbs and talisman.
I think that skinning was the most relaxing part of this project so far. It turned out good and I feel that the model deforms in a correct way. Now I will have to make sure that everything works fine in the engine.
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Trello board |
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