After completing the rig on my mech the final task was to skin my mech before I can begin animation. For skinning the mech I used the tool "rigid bind" to first bind all the geometry to the rig. Although as with first time binds there we're areas where the rig would pull polys out of place. To correct this I used the "component editor". This tool meant that I could individually control how a joint affects the geometry. As this is a mechanical character and not organic, it was a very straight forward task as the joints would only affect the part that it is under and nothing else.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
May 2015
Categories |