billypnats Posted April 14, 2012 Share Posted April 14, 2012 I for the love of god cannot find a good tutorial on properly skinning and weighting cloths and armor around the armpit and pelvis... Can anyone give some pointers? Currently I'm stuck with using skin wrap to generate skin data but that doesn't work out too well, and I have no idea how to use the skin envelope tool, theres too many big words and jargons for a noob like me :( ANY help is appreciated thanks! Link to comment Share on other sites More sharing options...
aruless Posted April 15, 2012 Share Posted April 15, 2012 When using skin wrap, are you using vertex or face deformation? are you changin the falloff value? Look this tutorial maybe you can find it usefull, i know i did.http://www.youtube.com/watch?v=1PvjLw7d_x4 Link to comment Share on other sites More sharing options...
billypnats Posted April 16, 2012 Author Share Posted April 16, 2012 which tutorial? and I've been using both face and vertex, haven't tried big changes to falloff value tho, I think I've use 20-35, which values are optimal? Link to comment Share on other sites More sharing options...
Ghogiel Posted April 16, 2012 Share Posted April 16, 2012 The fallout value will depend if you are using face or vertex deformation and on relative surface differences between the 2 objects you are using skin wrap on. If they are near identical topology then a low falloff will be fine with vertex deformation. etc Also try vertex deformation and use the distance influence, you can usually get a rough idea of what number is good at just eyeballing the 2 meshes and seeing how different they in terms of relative proportion. The closer they match the lower the distance will need to be. And don't think about trying to get random crap like huge pauldrons in into the equation, imo you can rig those separate< use skin wrap if you wanted, that way the skin capture will be more accurate on the bulk of it. Link to comment Share on other sites More sharing options...
billypnats Posted April 16, 2012 Author Share Posted April 16, 2012 (edited) Thank u ! So by near identical topology you mean they roughly look like the same shape right? like a shirt and the body? Edited April 16, 2012 by billypnats Link to comment Share on other sites More sharing options...
Ghogiel Posted April 16, 2012 Share Posted April 16, 2012 Not only proportion and shape, I mean the actual mesh topology as well. like where the edgeloops run and vertex placement. Link to comment Share on other sites More sharing options...
d547591134 Posted May 8, 2012 Share Posted May 8, 2012 Thank u I now Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now