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Joint Weight Question
Posted: 14 August 2019 10:25 AM   [ Ignore ]  
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Joined  2017-11-07

Thank you for those links, in addition to the information differentiating between modeling and texture spaces!

I have another question, unrelated to UV mapping, though still incorporating the cork hat model.

Earlier, I created an FK chain with the intention of bringing this combined asset into Unity for use in a larger project I’m working on.
I was successful in creating the FK chains, and, nearly all of the joints worked as intended, with the exception of the joints which are near the brim of the hat.

I’ve sifted through a dozen or so weight painting tutorials, including those on Cineversity, though none directly touched on the areas I was hoping they would.

For reference, I’ve uploaded my project file to Google Drive, here is the link: https://drive.google.com/file/d/1WdF5U9ZBjBZz3WTL-FJpO1tOix9vjqOA/view?usp=sharing

The joints which are causing me grief are all of the ‘top’ most joints, ie, ‘Rear Right 0’, ‘Rear Left 0’, Mid-Rear Left 0’, etc.

I’ve tried reducing area of influence of the weights, though this did not work as I was hoping.
I’ve never done weight painting before, let alone much rigging, but was thrilled to see that about 75% of the joints worked as I was hoping.

If you have the time and could take a look at my project file and lend any insights into how I could go about executing what I’m trying to do, I’d be, yet again, extremely grateful.

My objective is to be able to rotate the conflicting joints without them deforming the brim of the hat at all.

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Posted: 14 August 2019 10:50 AM   [ Ignore ]   [ # 1 ]  
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Note:

I have split this thread
https://www.cineversity.com/forums/viewthread/3551/
As it is a completely new question.
It would result in reply chaos, with the special need to quote each related question again, to make sense out of it.

I will answer below.

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 14 August 2019 10:54 AM   [ Ignore ]   [ # 2 ]  
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Ah, my apologies. I should have done that myself. Thank you for doing that on my behalf!

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Posted: 14 August 2019 10:57 AM   [ Ignore ]   [ # 3 ]  
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No problem at all, but mixed theme threads can become quite a mess after a while.

Thanks for understanding.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 14 August 2019 01:10 PM   [ Ignore ]   [ # 4 ]  
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Hi helloimneil,

Typically just select the polygons in question. (Or select the points, same story, but be aware about the difference when using the U~I short cut [inverse selection])
Here is a little screen-capture:
https://www.amazon.com/clouddrive/share/2lKMqnIihORcYt3KR77bLURTbXOsIlxDoC0YjtEhcHb

Below you will find an alternative, perhaps sometimes more intuitive.

I deleted the Skin and Weight Tag, selected each time joints 0-3.

Since you asked how to paint on the cork/ropes, the hat would be in the way. This is perhaps an unusual way, but mostly comfortable.

I tried to find the simplest way to explain it, without the least amount of work. What I did here:
https://www.amazon.com/clouddrive/share/mtMUvn7WzPhfE7nMmUSFkn1xkjK3Jvhav9JrE2PtOYP
I just selected the hat (select a polygon, then Select> Select Connected) and move it up, while moving hold the shift key for steps, so 500 units are easy to set. I had to do it twice, as the hat is based on two polygons.

Since the hat is now far away, you can use the Character> Commands> Bind with the cogwheel: Distance. This will leave the hat untouched.

Then I moved the hat down again, -500 units.

For testing: I placed IK tags on each joint group and enabled Dynamics in the IK Tag. Use the Selection Object, if you want to select those and delete them if you don’t like them, you wrote FK was the target.

If you like to adjust the Weighting, hold down the Shift Key and double click on the Weight Tag. This opens the Weight Manager. It is just too massive in its use to explain it shortly. Notable is here an automatic function that sets all joints working on a single point to 100%. This can be pretty weird when you don’t want to have weight on some parts at all. Anything else, please check out any tutorial about Weighting or the manual.

In a nutshell, joints express movement, and they move points, based on their weight. Typically an object should be covered with weight, so the joints can move the whole object, and leave nothing behind. Since the hat should have no weight, or joint, I used a Group Null (I set them ALLWAYS manually, I do not suggest the short cut at all to group. One get used to it, and at one point all the given animation is gone.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 15 August 2019 01:37 AM   [ Ignore ]   [ # 5 ]  
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Dr. Sassi, as usual, you’ve explained a concept beautifully! Thank you so very much for taking the time to walk me through your setup! Your screen capture was very helpful in my understanding!

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Posted: 15 August 2019 01:58 AM   [ Ignore ]   [ # 6 ]  
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You’re very welcome, helloimneil, thanks for the kind feedback.

While you posted, I was just compressing a newer screen capture. Now it is uploaded and ready to be watched:
https://www.amazon.com/clouddrive/share/VDAZfrytDvXwuVHb85ZPByIYoXlCqwvkGFlvHY1WrHY

ENJOY

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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