3. 講演概要
summary:
Who is this
for?
・Those who are not good at skinning but can create shapes with
mesh
・ Those who want to deepen their understanding of skinning
Proposition: "Aren't you trying to solve all skinning problems with skinning?"
When skinning just doesn't work, the problem is often a flaw in the pre-skinning, modeling, or
rigging stages.
With a little ingenuity at the modeling stage, the skinning work will be overwhelmingly easier,
and better deformation results will be obtained. Conversely, if the mesh structure is flawed,
Often, skinning doesn't solve the problem no matter how hard you try.
In this session, entitled "Modeling for Skinning",
I would like to introduce some modeling tips to get good skinning results.
4. 講演者プロフィー
ル: a b o u t t h e a u h o r
Originally by: Motomura • C • Junya
アークシステムワークス株式会社
リードモデラー / テクニカルアーティスト /
他いろいろ
モデラー出身でシェーダーを書きたくてテクニカルアーテ
ィストに。モデリング・リギング・シェーダー作成、講演
とかいろいろ。
代表作:
GUILTY GEAR Xrdシ リ ー ズ
リードモデラー/テクニカルアーティスト
DRAGON BALL FighterZ(バンダイナムコエンターテインメント
)
ディレクター/モデリング監修/テクニカルアーティス
ト
5. Outline:
PART1: modelingforeasyskinning
PART4: bone placement for modeling
PART3: masterfullmodelingofmultiaxialmeniscus’s
PART5: OtherskinningT
I
P
S
PART6: Bonus–anintroductiontorudimentaryrigging
PART2: behind the scenes; skinning for modeling
6. About the talk
3while this was prepared in
softimage, the advise enclosed is
software agnostic
Based on a low poly model for real time
In this seminar, we will introduce a model that can be numerically
adjusted in units of 1 vertex.
I'll define "low-poly" and introduce some tips focusing on
skinning on low-poly models.
7. What do we mean by skinning?
We must know: which bone influences which vertex to move?
・・If you don't do this, you can't pose or animate.
・Detailed manual specification is required to set as intended.
(especially in low poly)
For exampe
The large red dot bone Influences all red vertices below the knee
9. ・an A stance or T stance is fine.
With a stance that is easy to use according to what you make.
・ Regardless of modeling or skinning,
It is important to make it easy to select mesh vertices.
・Easy to select the target upper calf vertex group = Easy to
work.
・In theory, any posture is fine, but
Because it is easy to work with a pose with straight limbs,
It has become a standard as an initial stance.
(For example, if the pose with folded arms is the initial stance, it's
difficult to do, isn't it?)
TIPS: Model with a comfortable initial stance
It is important to be able to easily specify
the selection range
10. TIPS: Let's devise mesh division
・It's obvious, but if it's a complicated structure
Hard to work with when modeling or skinning.
・For things that are clearly not connected to the ground,
It's easier to keep it as a separate part.
・In Ark, hair, clothes, accessories, etc.
I work by dividing the mesh finely for each part.
(Eventually it will be integrated for each material in unreal
engine)
・Since there are various rules depending on the specifications
of the work (game engine, etc.), please check.
(In terms of processing load, it is advantageous to finally collect
them.)
If you create everything with 1 mesh, it will be
difficult to select
if it is finely divided, like the cross, lapels, hair, hair tips; it will be easier to select and work with
11. TIPS: Arrange the vertices
neatly
・There are many cases where you want to set weights in a gradation pattern.
(Increase the weight by 10% for each row, etc.)
For such a case, the premise of setting the same weight is
It is better to align the positions in a tight nearly horozontal loop so that they can be
selected together From the front or back.
・If the vertices are randomly placed, it will take more time to set
weights manually, so be careful.
・However, it is not absolute. Pointlessly adding
more vertices just to preserve the loop structure
can be detrimental.
(described later)
10%
20%
30%
40%
50%
60%
70%
80%
If the vertices are arranged neatly, the setting
is easy.
13. ・A trap that beginners tend to fall into.
・It tends to lead to bad results, at least in real-time low-poly models.
・Experienced people also want to delve deeper into the matter because they
can deepen their understanding by pursuing the “why” more deeply.
よ く あ る 誤 解
c o m m o n
m i s c o n c e p t i o n
“For the time being, if you increase
the number of polygons and
perform smooth skinning,
The joints should bend nicely."