Monday, 12 December 2016

Four: Weights on Flexible Parts

  Work continues on the more fluid of Four's components. Using the component editor as a way to more promptly adjust the strengths of the weights primarily due to the sheer quantity of bones in the model. Which provided some difficulty in managing all the joints from the perspective of painting skinned weights.

  There's still some refinement to go. Rather than an equal balance for spots where there is a two-vertex gap difference, I might try o.75-0.8 strength for closer joints, something that can even out to 0.5 strength somewhere in the middle. The result of 0.5 being in the middle however is shown below, which feels untidy.

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