Character Rigging - Shoulders are the Pits

by Brian Immel

 

Smooth Without Influence Objects and Editing Vertices Weights

1. Select the geometry.

2. Shift-select the root joint.

3. Go to Skin > Bind Skin > Smooth Bind > option box. Make sure the following is set to Maya’s default:

4. Click on Bind Skin.

5. Now that we have the geometry skinned, you need to test the rotation of each joint to see where we need to prune or edit the vertex weights. Here are some tips for searching for identifying errant vertex weights.

Pruning

Painting Weights

1. The last and best way to edit vertex weights is to use the Paint Skin Weight Tool.

2. Select the geometry that has been smooth bound.

3. Go to Skin > Edit Smooth Bind > Paint Skin Weights Tools > option box.

4. In the Tool Setting window for Paint Skin Weights, change the Paint Operation to Add. I use the technique of ‘painting away’. Using this technique works best with a wacom tablet but works well with just a normal mouse. What I do with painting away is that I will add more weight to a joint if I want to lessen weight from another joint. This is best done by lowering the Opacity to 0.1 to 0.25 and leave the Paint Weights Value at 1. Figure 26 illustrates how weight is being added to the Spine03 joint while taking away from Shoulder_L joint.

5. Go back to the rotate tool and rotate the joint in question until you see the offending vertices popping/dropping.

6. Flip back to the Paint Weight Tool and paint the vertices up/down until the surface is nice and rounded again.

7. Repeat steps 5-6 until you've covered the entire character. This could take some time. Figure 28 displays a well-weighted armpit.

Here are some notes to consider:

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