HeadSqSt
Estimated building time - under 15 min
Performance Overview | |
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Let’s start building-----------------------------------------------------------
1. Drag and Drop Eye module
1. Drag&Drop | 2. Name choice |
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2. Place all placers
1. Place a World placer where you would like.
2. By moving placers, you can fit the placeMesh(grey cube) to the head geo. in the image below.
Side | Front |
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3. Animation Mode and Fix the neck’s skin weights
1 . Animation Mode click | 2. Auto skin weights to each influence. |
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| WORKMANs will execute an auto-smooth weights processing if you click on the icon |
3. Set the static SkinWeights on the neck | |
Assign all unnecessary weights to <YourHeadName>:Static_01_meshDrv This serves as an exception holder for areas not affected by SQST.”
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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 |
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root_Volume : 0.6 |
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Attributes | Performance check |
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rotX_ratio : 61.2 |
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It is an artistic side, and animators can adjust as well.
5. Copy the head geo skin weights to the rest of the target geos
Time to transfer the head weights to the rest of the targets.
It will transfer all weights with one click.
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, it is handy to import and export as well.
After all painting job is done,
Check your results by clicking on the “Show base geos“
and then, you can move ctrls around to check your weights performance
Feel free to go for the placing mode to modify pivots or guideshapes
Your rigs will never be broken.
Additional Information
That is why you don’t need the paint weights.