Character Animation with 3DSMAX
[10 mn de lecture - paru le 9/9/2004 11:15:25 AM - Public : Confirmé]
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Auteur
2. The skin
Now that the mecanic is set, we need to define how skeleton will deform the
mesh.
2.1. the Skin modifier
In the modification panel, select the skin modifier.
In the parameters roll out, click on Add to indicate skeleton which will deform
the skin.

Click on the Selection by List
tool, and choose all the bones which compose skeleton.
Now, we're going to adjust envelopes, that means which part of the mesh
will be deform by the movement of bones. In the modifiers stack,
develop Skin and choose Envelope.
It's possible to choose what kind of envelope do you want : rigid or deformable.
Select the bones one by one et then set the cylinders which are the envelope size. That means the volume of the mesh that will be deformed by the appropriate
bone.
All part of the mesh which is in blue isn't in the envelope.
2.2. The Physique modifier
The Physicque modifier works in the same way as the skin modifier but is much
more complete. If it's mainly intended for bipeds generated with character
studio, physique can apply to any object or even a system of bones.
It allows besides the envelopes setting, the possibility of managing
bulges, tendons...
Here's a biped generated by Character Studio.
In the modifier panel, choose Physique.

In the Physique roll out, click on Attach to Biped.

Click on the Selection by List tool, then choose Bip01 or Bip01
Pelvis.

A window of initialization opens, leaving you the possibility of adjusting mesh
deformation parameters.
Remark: if you modify the parameters, they are going to be applied to every bone
of the biped.

To better adjust envelopes, we are going to load a motion file to apply to the
biped, what is largely going to facilitate the task. Indeed, envelopes
problems appear during certain movement, while they could not be detected
without movement.
Into the Biped roll out click on Open

Go in the directory of Character Studio and select for example dynamic_3.bip
(very particular animation making move the biped in a lot of different moves,
what is going to help us to adjust envelopes).

It's possible to have preview of the movement in the small window.
By opening it, you can notice that Character Studio generates the corresponding
keys in in the animation bar. We can already detect problems of envelopes in
the heel and on arms.

In the modifier stack, develop Physique and click on Envelope.
Concept is the same as the Skin modifier.

Select the bone which is not correctly adjusted and in the Envelope Parameters
area, modify Radial Scale value, which corresponds to the beam of
the cylinder forming the bone envelope, Parent Overlap value which
enlarges the same cylinder towards the parent bone, and Child Overlap value
which enlarges the cylinder towards the child bone.

Once all the envelopes corrected, you can play the animation and see your
model following perfectly the biped.

You can also play the animation by clicking play animation in the biped
panel, much performant because only bones become visible and we can so
show the real-time animation without jerks.

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