Wednesday, 23 March 2011

Post 16 - 3ds Max Rig Additions: Part Two

Still not entirely happy about the joint deformation areas (despite adding muscle bones). These help but do not solve. One method I researched, which is also mentioned on the set of Paul Neale training DVDS is something known as Skin Morphs. The DVDs mentions skin demorphers and is rather complicated as it evolves creating an editable mesh layer for every fix you wish to do. Also, these changes cannot be mirrored which is a massive downside. However, he training DVDs are with 3ds Max 6. Since then, this modifier has come leaps and bounds and as such is now known as simply the skin morphers. Essentially, you set a base (zeroed out) pose at frame 0. Then key in a change in the model which needs attention at a different frame (for example, at frame 50, bend the legs and the crease at the back of the knee). Set a second morph target and this allows you to edit the vertices (also can use soft selection for subtle motion) in a more appropriate position. When done, the modifier will store the difference and conform to this change with any other similar motion.

Left = before skin morph (mesh crashing)                           Right = after skin morph (no crashing)

I find that this is an amazing tool for fixing deforming and problematic areas (back of the knee, leg-pelvis joint, arms and so on). So going back to my previous post, not as much work was needed to be done for prior weight painting steps as any issues could then be fixed using this modifier. Had I of known about this modifier sooner, the work-flow would of taken significantly less time. This modifier can also be used to simulate how skin moves across the surface and how muscles contract and flex when in use. This tool can also be used to mirror the morphs from one side to the next (but in order from this to work, the limbs / area being copied to must be in the exact same position as the initial data).

So, the pipeline for skinning goes as follows:

- Add Skin modifier.
- Edit and scale basic envelopes.
- Bake weighted envelopes.
- Tweak and enhance vertex weighting through direct manipulation and weight painting.
- Key in some animation to analyse skin.
- Tweak and repeat.
- Apply any Skin Morphs for deforming joints.

This has resulted one of many videos. This video is for testing purposes only and so is short and with quick movements. You will notice that the skinning and rig is of a high quality thanks to all the steps and modifiers used.

Here are some useful links I found when researching this technique.


3ds Max Skin Morph video - LINK
Skin Morph information - LINK

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