By Meg Sugden
Binding the Character and Tidying Up
After I had all of the control points in place and the joint chain
created I moved onto binding the geometry to the skeleton. This is a
simple process that involved selecting what you want to bind and
changing a few settings around.
So once my geometry was bound I set about changing the weights and
influence, the same way in which I changed them on the alien. I made
sure that on each of the end joints there was no influence and that the
model was all black, this meant that it wouldn't bend out of shape
unless it was moved by the joint higher than it in the joint chain.
I did this for all of the end joints, and then changed around some of
the influence on other joints so that random parts of the model didn't
move at the same time before testing that the movement on it was good,
which it was as in some places I had a few problems (Like in the second
picture).
After everything looked good and was moving accordingly the only thing
left to do is to UV map and texture the model. This involved a little
bit of effort to do, especially with this model as it had a lot of
extrusions and areas that were a little bent out of shape, but I hoped
that this wouldn't matter in the end as the only area I am worried about
it the coat, and you aren't going to see all that much of it as you
only ever see the raccoon lying down.
So I was again following the instructions in the video tutorial that our
tutor set for us to look at, I began the process of unfolding a lot of
edges in order for the UV map to be completely folded out flat and for
look good enough for Callum to be able to texture it.
I started off by splitting my work area so that I had two panels, one
for my perspective view, one for the UV texture editor panel. This is
just so that the workspace is organised and I can effectively and
efficiently work around the layout and have everything there without
them being in separate windows and taps.
I then used the front perspective mode on the raccoon panel and then
used planar mapping to be able to take an almost screen shot of the
raccoon from the front so that we had a better shape to work with.
Unfortunately I can across an annoying problem at this stage were my
planar mapping just appeared as the original cube shape still and I
couldn't seem to get the shape of the raccoon on the texture editor. I
managed to fix this is a simple way, after a lot of confusion, by
importing everything in the scene and then creating a new project folder
and importing it back in. This seemed to work fine, and the rest of the
rig is still working and I can now continue editing the UV Map.
I then moved onto looking at how I can cut up the shape of the raccoon
in order to work on each body part separately, so I looked for areas
where I could cut the UV's up. This is a technique that allows you to
remove and move around parts of the 2D UV map, but not actually alter
the shape of the real model. I selected the edges that first go around
the wrist to break the hand off from the arm and then around the top of
the arm so that that is separate as well.
I then did the same for the rest of the body until every part was separate and I had them laid out on around the map.
Now that we had all of the UV together I wanted to go about unfolding
them out so that you can get to them easier. I first started on the leg,
and selected edges that ran down the centre of the back of the leg.
This was so that you can again cut them here and then unfold the UV's.
We selected both legs at the same time before cutting them.
Now, once they were separate I went up the front of the leg, separately
this time, and selected the edges that run up roughly the middle, before
changing the selection to UV. Then once they were selected, in the
texture editor I moved them across slightly and aligned them properly so
that they were straight. This then acts as the middle of the leg so we
want to keep it nice and straight. We then used the unfold tool so that
we could fold out the UV's around this centre point as we had already
cut it down the back.
I actually had a lot of problems with the legs, and I did struggle to be
able to do this part of the model so I actually first moved on to a
different part so that I could get that done first and then come back to
the legs after as I really didn't know what to do with them.
I went up to the arms to ensure that the model wasn't messing around and
they worked fine, so I know there is something wrong now with just the
legs in particular. So, unfolding the arms was very simple and didn't
take very long at all as they worked well. The only part that didn't go
straight to plan was the end of the sleeves but this just involved
moving a few of the UV outwards so that they weren't overlapping any
more.
I then did the same with the rest of it and managed to get it all done apart from the head and legs.
This is were I had a really bad problem, I couldn't actually think of a
way in which I could fix this so I had to wait for some help in the
process as I really didn't know how to resolve the problem,
unfortunately I didn't have time to finished this due to a trip abroad
for uni work, so I handed it over to Callum just to finish up.
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