Blog Post 9 - Rigging - Painting Weights and IK Handles
The
next stage of rigging is painting the weight of the model to the joints to help
give the model natural flexibility when moving the model around when animating.
If weights are not paste on the joints
will not move when moved into different positions. In the picture above the
left shoulder is highlighted indicating that the weight of that joint will stay
stuck to the joint. The lighter white the paint is the less movement the skin
will have when moving the joints around. The darker the colour gets the less
influence that joint has on the model. Black means no influence at all. What I
wanted to do to help give my model as much of a natural movement as possible
was overlap the the weights between joints. It was especially important between the knees and the elbows that the paints were paint evenly across the
joints to help make the movement more natural. What I also did with move my
model into weird positions to help find any unnatural shapes in the models.
The
next stage is the IK handles which allows the user to control the whole lim.
With IK handles it will calculate the most natural position for the part of the
model your controlling to bend into. In the picture I have 5 IK handles, 1 for
each limb and 1 for the spine of the model up to the head. If you want any part
of the body to bend the right way you need the axix of all the joints to be
facing the same way. If they don’t for example, an arm may bend the wrong way
when moving it around. This happened to me whilst making this rig. What I did
to solve this problem was to unbind the joints from the skin whilst maintaining
the history of the painted weights and then go into the skeleton tab and open
up orient joints. Check the setting are suited to what you need and apply to
the joints that are selected.
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