Lessons Archive

NHR-7 – Skinning

Author: Gaia Clary

<div class="row-fluid"> <div class="span6 rhcol"> We're finally here! The skinning process is what defines how the mesh should deform to follow our skeleton's movements. It's the final, most important thing we have to do to be able to upload our newly created character to Second Life. Avastar provides quite a few options to help us in this process, but for the sake of clarity we also describe the manual process. </div> <div class="span6 rhcol"> <ul> <li>Preparation</li> <li>Parenting</li> <li>Weight Tools</li> <li>Workflow Preset "Skin"</li> <li>The Vertex Groups Pane</li> <li>Vertex Groups in Edit Mode</li> <li>Pose changes in Edit Mode</li> <li>Weight Display in Edit Mode</li> <li>Editing Weights in Edit Mode</li> <li>Finding Broken Verts</li> <li>Quick Tip for Eyes</li> </ul> </div> </div>

NHR-6 – Fixing IK Targets

Author: Gaia Clary

<div class="row-fluid"> <div class="span6 rhcol"> The last thing to fix is the IK target locations: The IK targets have been fitted to the Avastar human character. But after we changed the Skeleton to a Horse skeleton the IK bones no longer are where they should be. Actually they MUST be placed where the hoofs are, otherwise the animation process would be incomplete: </div> <div class="span6 rhcol"> <ul> <li>Snap IK Bones to Rig</li> <li>Manual Process</li> <li>The Pole Angle</li> <li>Rotation Constraints</li> <li>IK Rotation limits</li> <li>FK Rotation limits</li> </ul> </div> </div>

NHR-5 – Fixing Bone Roll

Author: Gaia Clary

<div class="row-fluid"> <div class="span6 rhcol"> Now that we have defined our new shape, it's important to fix the bone rolls. Bone rolls values are extremely important to let the rig work correctly during animation, avoiding tedious and sometimes almost impossible fixes. These values will determine which is the natural bending direction of each single bone in this rig. This is the reason for that long explanation about joint orientations, bvh standard and the in depth discussion of how to setup bone roll: it is what we have to comply with now. </div> <div class="span6 rhcol"> <ul> <li>The anterior Legs (front)</li> <li>X Mirror</li> <li>Anterior Legs chain</li> <li>Recalculate Bone Roll</li> <li>Quickfix for flipped X Axis</li> <li>Check the Deform Bones</li> <li>Adjust the Deform Bones</li> <li>More about Snap</li> <li>Check the Rest Pose</li> <li>Bone Display Style</li> <li>Snap Rig to Pose</li> </ul> </div> </div>

NHR-4 – Modify the Rig

Author: Gaia Clary

<div class="row-fluid"> <div class="span6 rhcol"> After the previous chapters have taken us through a bit of theory and history, now we will proceed with some practical work. In this lesson we will start with the default Human skeleton and bend it "into" a Horse skeleton. This approach is dictated by the limitations imposed on us by Second Life. We are obliged to reuse the Second Life Avatar's skeleton as it is. We only are allowed to move the joints around. However we will see that we can get very close to a reasonable Qudruped skeleton that also would work for almost any other quadruped as well. </div> <div class="span6 rhcol"> <ul> <li>Homework first</li> <li>Prepare the Model</li> <li>Prepare the Armature</li> <li>Hide the Avastar shape</li> <li>Use Orthographic View</li> <li>Advanced: Manual edit & Snap</li> <li>From Human to Horse</li> </ul> </div> </div>

NHR-3 – Bone Roll

Author: Gaia Clary

<div class="row-fluid"> <div class="span6 rhcol"> Bone rolls values are extremely important to let the rig work correctly during animation. Having a clean and consistent bone setup with correct bone roll settings also avoid tedious and sometimes almost impossible fixes. The correct bone roll settings are also important for animators because one of the major interaction models for transforms is via hotkeys, using the x, y, and z keys to specify axes. And finally a well organized setting of bone roll can make manual animating easier when we use Blender's pose tools for copy&paste and copy&mirrorpaste. </div> <div class="span6 rhcol"> <ul> <li>The local Y Axis</li> <li>The Dominant Axis</li> <li>The Lower Arms (Elbow Joints)</li> <li>The Lower legs (Knee Joints)</li> <li>The Head</li> <li>The Eyes</li> <li>The Dominant axis and the X-Z Plane</li> <li>Enable Axes Display</li> <li>Bones with 2 dominant axes</li> <li>Which axis to use when ?</li> <li>Modify the Bone Roll</li> <li>Editing the Avastar Rig</li> <li>Adjust the wrist Bone</li> <li>Left-Right symmetries</li> <li>Create a symmetric Pose</li> <li>Fixing Bone roll Asymmetry</li> <li>The root Bone</li> <li>The COG Bone</li> </ul> </div> </div>