rigging

with Martin Costello!

tutorial

rigging our character

initial joint plan

the rig

Because I did not need any more control than Martin allowed for in the rig, I started with Martin's skeleton and controls and used them to drive my low poly mesh.

first try at a skeleton

smooth bind low poly mesh

skin binding

I found that the best way for me to weight the skin was with a constant alternation of the paint weights tool and the component editor. I would select vertices that seemed to be a problem and find their weights in the component editor. Then I would paint them to give them the right values. If I could not do exactly what I wanted with the brush, I used the component editor again to assign individual numeric weights. I also found the component editor useful when vertices were bound to a joint to which I did not want them to be bound.

high poly model

I then used the weighted mesh as a wrap for my high poly model.

raster stretch test

wireframe stretch test

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