Chapter 9, Part II
April 8, 2011
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Chapter 9, Rigging
Part II, Skinning
Wow, this whole process really is a lot of work. After creating the armature, dealing with (bad) deformations after applying it to the mesh made that seem like a walk in the part. More intuitive than all the thinking about bone configurations and IK constraints and all that, but hard work nonetheless.
The automatic weight painting did a good job in most of the body, but I must have messed something up because the fingers were weighted completely wrong. So yours truly had to weight paint all 10 fingers. First I had to find a painting scheme that got the best results, then I had to replicate it on the other 9 fingers, and then tweak each of them because as the song goes no fingers are made equal. The interesting part is that despite being very fussy about it, I secretly enjoyed doing it. Hmn…
Then of course, in the end of it all, I had to play a bit. You know what? I’ve always been interested in body language, way way before even hearing about Blender. Not only does that give me some extra sensibility in posing, it also makes it a lot more fun. I can already tell I’m going to enjoy this:
"If my answers frighten you, Vincent, then you should cease asking scary questions."
It’s actually while making the kid get into poses that you find out how well you’ve rigged it. That’s what production testing is all about after all. Get ready for lots of additional tweaking while posing!
Next up is a chapter fast in content but again demanding in workload: Shapes and Morphing!
This post is part of a series on the book Blender Foundations.
You can find the base post of the series here.
Next post on the series: Chapter 10 (Shapes and Morphing)
Previous post on the series: Chapter 9 (Rigging), Part I