| Skinning |
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Motion
Studio gives you complete control over the effect each bone has on each
and every vertex of the mesh. This is accomplished using the built-in Vertex
Painter tool. But before we cover the Painter, let's look at one of the
other ways we can adjust the vertice weight
NOTE: I know "vertex" = 1 and "vertices"
= more than 1 vertex but I may still use the two interchangeably.
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Expand
the Skinning section and once open, expand Adjust. |
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basic skinning tools
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Click
Show.
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Select
a single bone from the list (in this case, "mosBone,2"). |
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Start
fiddling with the parameters in the Adjust section.
Y: Change size in Y direction Z: Change size in
Z direction
Root: Changes Root Location
Tip: Changes Tip Location
Ramp: Adjusts blend from Root or Tip into next bone.
Adjust these settings until you have something close to the following:
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Next,
select the middle bone from the list and adjust it's skinninglike so: |
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Finally,
adjust the last bone's skinning. |
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If
your red box thing is rotated a bit, simply adjust the Bone -> Twist
parameter until it is straight. |
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At
this point, we should test the deformation of the object. Click the Animate
tab. |
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Select
the joints and move them around, paying attention to how the mesh bends.
NOTE: I have clicked the Show button in the Skinning
section to turn off the skinning object display. |
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One
neat thing about skinning in MotionStudio is the fact that you can adjust
the parameters while the skeleton is in different poses, to see exactly
how the skinning effects it. Once you are done and you want to return
the object to its default/rest/normal pose - just change the keyframe
(drag the keyframe scrubber, for instance).
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