Skinning a Character in 3ds Max - Part 6 - Torso
In this tutorial, you adjust the skinning of the torso and abdomen areas.
Notes
- Recorded in: 3ds Max 2013
- This tutorial is intended for use with 3ds Max version 2013 or higher.
Transcript
00:00:03 --> 00:00:10
To work on the torso, change the animation length to focus on the timing between frames 640 and 880.
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Actually, if the Layer toolbar is still visible, you may as well hide it. You can always recall it later.
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With the mesh selected, make sure you are in Edit Envelopes mode.
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Press L to go to the left view.
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You've already blocked out the belly area in the last tutorial.
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You still need to adjust the chest area.
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Using the lasso tool, select the vertices around the chest bone all the way up and including the collar.
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This obviously includes the arms, hands and fingers that you need to filter out.
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Press F to switch to the front view.
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Use the Alt key to deselect the arms. Don't worry about being too thorough around the shoulders.
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This is an area you'll need to give special attention to later.
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In fact, even if the selection is a bit off between left and right, that shouldn't be much of a problem.
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That can be fixed later with Skin Mirror tools.
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With the chest vertices selected, select the chest bone (Spine3) and assign it a 100% influence over the selected vertices.
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Now that the torso vertices are blocked out to follow the closest bones, you can fine-tune the solution.
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Because you have a perfectly symmetrical model, at least around the belly area, you can select loops easily.
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Start with the loop on the upper part of the belt.
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Select two adjoining vertices and press the Shift+2 hotkey you defined earlier.
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This loop at this time is fully reacting to the spine base (Spine1).
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It should be slightly affected by the hip bone as well.
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With the loop selected, select the hip (or pelvis) bone and press Shift+1 to activate the vertex weight script.
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As you adjust the upper loop of the belt, you realize that the bottom two loops also need to be adjusted.
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Here, you can select two close-by vertices and use the Shift+3 hotkey to select the ring of vertices around the waist.
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All the selected vertices are currently assigned to the hip bone but they need to slightly react to the spine base as well.
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Select the spine base (Spine1) and use the script to balance the weight.
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You only need a slight adjustment, so don't go overboard with this.
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Go up to the next problem loop.
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Select the hip bone and weight the vertices until you get something visually acceptable.
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Keep on going up, loop by loop.
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Make sure you select the appropriate bone you want to use for weighting the selected vertices.
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Use the weighting script, again using the Shift+1 hotkey, to make the necessary adjustments.
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Analyze your solution by scrubbing the animation.
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Go back and adjust vertices as you see fit.
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There might be a couple of occurrences where the vertices "crash" into one another.
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You can see an example around frame 818 in the lower back area.
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You can adjust individual vertices around that area if you feel you must.
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Keep in mind that this is a very extreme pose and you may not come to it in normal body behavior.
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Chances are that the back won't rotate further than is shown at frame 810.
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Keep on fine-tuning the solution until you are satisfied.
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Exit Edit Envelopes mode when done and save your file.
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In the next movie, you work on the shoulder joints.