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⏲️ Estimated building time - under

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15 min

Performance Overview

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⬇️ Let’s start building-----------------------------------------------------------

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1. Drag and Drop Eye module

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It is same way how to build body modules.

Drag and Drop → Rename based on amount heads of character

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1. Drag&Drop

2. Name choice

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2. Place all placers

1. Place a World placer where you would like.

2.

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By moving placers, you can fit the placeMesh(grey cube) to the head geo. in the image below.

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Rotate Pivots ( LttUp_<index>, LttLow_<index>) placers ideally place on 1, 3, 5 rows of the lattice

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Rotate Pivots ( LttUp_<index>, LttLow_<index>) placers ideally place on 1, 3, 5 rows of the lattice

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4. Animation Mode

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  1. animation mode

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2. you will get above geos

4. Painting weights and setup attributes

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Normally, it is ok to leave weights value 1 for others.

Squashy and Stretchy setup attributes

  • Volume controler

up_Volume

mid_Volume

low_Volume

  • bend controler

rotX_ratio

otY_ratio

rotZ_ratio

Setup any value and check out results,

and animator also can set keyframes.

5. Performance

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Side

Front

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3. Animation Mode and Fix the neck’s skin weights

1 Animation Mode click

2 fix SkinWeights around the neck

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Let’s give weights as the shown above image because the neck would get SQST.
CHead1_CHeadSqSt:Static_01_meshDrv <------ Put all unnecessary weights here

Tip

You don’t need to improve the weights of the all target geos.
Just you can keep focus on the head geo. Please refer the below ⬇️ steps

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4. Painting skin weights and setup attributes

After all the paint job done on the head geo,
⬇️ here are more tweaks attributes. It’s flexible! Attributes are at the ctrls.

Attributes

Performance check

  • Volume controller
    root_Volume : 0.2
    mid_Volume : 0.5
    tip_Volume : 0.6

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  • Volume controller

root_Volume : 0.6
mid_Volume : 0.3
tip_Volume : 0.2

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Attributes

Performance check

  • Bend controller
    rotX_ratio: 61.2
    rotY_ratio: 50
    rotZ_ratio: 30

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  • Bend controller

rotX_ratio : 61.2
rotY_ratio: 28
rotZ_ratio: 15

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It is an artistic side, and animators can adjust as well.

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5. Copy head geo skin weights to the rest of all target geos

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Note

In this case, Hair need other weights rather than the head, because hair geo would only get SQST on the upper side.
So, you would be better to export weights of the hair to keep your version.
SkinMan <---- use this, it is handy to import and export as well.

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it is free of going for the placing mode to change pivots.
Your rigs will never be broken.

And,

Need to add more modules?
Go to place mode and keep going by drag and drop whatever you need.

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