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Character Skinning, Part Two

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Page Two
Spine Placement

Page Three
Neck and Head

Page Four
Attaching Neck/Spine

Page Five
Begin Orient Constraints

Page Six
Orients Continued

Page Seven
Pelvis, Leg, and Foot

Page Eight
Clavicle, Arm, and Hand

Page Nine
Arm, and Hand continued

Page Ten
Keeping Things Organized

Page Eleven
Character Skinning, Part One

Getting to the teeth first. I simply skin, with a rigid bind, the lower teeth to the Jaw and the upper teeth to the Head. It's fairly simple as far as setup goes, but it proves to be very effective. I have to remind you not to parent anything to your skeleton. Use only skinning and constraints, that way, you never have to go looking for your model pieces anywhere other than the group that you originally put them into.
Now I am using the Component Editor for some fast tuning of the skin to the skeleton. Here I simply selected all of the vertices on the lower part of the head I want to be driven by the jaw rotation.
Then I go into the Component Editor and set them all at 1.000 on on the jawJA_1 bone. This locks thme into an easy to remember place. For an wasy tip, you can now hold donw the Shift button and select all of the vertices on the head now. This should 'de-select' all of your jaw vertices, and select the remaining ones in the head area.
You can fine tune your selecting a number of ways to get what you need. Some of these are using the Ctrl key to deselect unwanted vertices, or the Paintbrush selection tool is very useful as well.
With this all set the way you want it, you can check the rotation of your jaw roughly and see if any unwanted verts are being moved.
I like this picture, it reminds me of Pink Floyd's The Wall, a little.
Moving on to the eyes, you can see that I placed a couple of extra joints into the head. I put them in seperately, and then parented them to the skeleton. These are place holders for the eyes. You don't skin the eyes to these two end bones, instead I use a Point Constraint, and a Scale Constraint. I want them to rotate indepently from the skeleton, but to stay where they are.
You can see why I use a Scale constraint on the eyes. If, for any reason, you need to scale your charater up or down and you don't use the Scale Constraint, your eyes will stay where they belong but they will be the wrong size.
You can see here, that I scaled my character way down. (To about 1/10 of it's original size. The eyes were properly scaled along with the joints they were constrained to.
And to the feet, they were skinned to the last bone on the leg, as well as all the bones in the feet. I will fine tune the feet as I go along into the tutorial. For now they work like feet. But there are no special setups as of yet.
Here I set up a simple Ramp Shader wtih a few colors to divide them apart, and to simulate the eye colors. I'll move on to animating and eye setup at a later date.
Next, I'll get into using the Component Editor for easily setting weights to vertices. This gets very time consuming, but if you have a low poly character, and you use it to drive a higher resolution character it is still a very effective way to work.
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