| 12.
Fat Jiggle
-This next section will
use the soft body technique to easily create fat jiggle. To complete this
next section you must have an already rigged model.
-Select the geo of you character and make it a soft body, and have the
original object be your goal
just as we did before. Highlight your new soft geo and paint weights
where you want jiggle to be.
-Just as before, be
sure to smooth your weights afterward, select you soft body and add a
field.
-Now when you animate your original geometry, your duplicate will follow
along an jiggle where you
painted.
-Click
to veiw example movie.
-Now, if you wish to move you character to a new starting position, you
must move you character to
the desired position, hit play, let the soft body settle, and then
highlight you soft body and
go solvers->set initial state-set for selected. This
now sets this new position as its starting
state, so if you hit rewind, your soft body will not jump back to
its original position.
-Highlight your soft body and look into the channel box. There will be
a list of attributes. One of
the most used attributes will be the conserve. By making this attribute
lower, it will take you
soft body longer to catch up.

-This attribute is good
when trying to make your 'fat', less or more resiliant.
-Now that you have some weights painted, highlight your soft body, go
into paint weights mode and
look for the attribute maps->import/export options near the bottom.

-This will allow you
to export a texture map that represents the weighting values of you character
according to how the uvs are laid out.

-This file can now easily
be brought into photoshop and tweaked, I found this to be easier and more
accurate that painting within maya.
-After you have finished tweaking, save it as a tiff, go into maya, highlight
you soft body, go into
paint weights mode and right above the export option you will find
an import option, import your
new weights tiff.
-this method allows you to archive different weight sets.
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