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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