HeadSqSt

HeadSqSt

Estimated building time - under 15 min

 

Performance Overview

Performance Overview

 

 


 


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


1. Drag and Drop Eye module

1. Drag&Drop

2. Name choice

1. Drag&Drop

2. Name choice

 

 

 

 

 

 


 

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

Side

Front

sideView.png
frontview.png

 

 


 

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

1 . Animation Mode click

2. Auto skin weights to each influence.

1 . Animation Mode click

2. Auto skin weights to each influence.

 

image-20250529-055619.png
WORKMANs will execute an auto-smooth weights processing if you click on the icon

3. Set the static SkinWeights on the neck

neckWeights.jpg
Assign all unnecessary weights to
<YourHeadName>:Static_01_meshDrv
This serves as an exception holder for areas not affected by SQST.”

 




 

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

Attributes

Performance check

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

 

  • Volume controller

root_Volume : 0.6
mid_Volume : 0.3
tip_Volume : 0.2

 

Attributes

Performance check

Attributes

Performance check

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

 

  • Bend controller

rotX_ratio : 61.2
rotY_ratio: 28
rotZ_ratio: 15

 

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

transferWeightTo.jpg
Are you satisfied with the head’s performance?
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“

image-20250527-234344.png

 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

customSkinSet.png
Before entering animation mode, each guide captures the vertices within its placement area on the cage.
That is why you don’t need the paint weights.