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Another great feature in smooth binding is the ability to save out your weight maps as textures for each joint The best part about this method is that it is based on the UV layout of the geometry, not the identification number of each vertex This makes it possible to unbind, edit the geometry, delete history, rebind, and import the skin weight maps The only bad part for us is that we haven t laid out our UVs yet (This comes in 18) Also, it should be mentioned that you can use the Detach Skin command (Skin | Detach Skin) to unbind the geometry from the skeleton if you need to This command has an option to keep
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the history This means that as long as you don t edit the geometry in any way that would affect the order or number of the vertices, you could make adjustments to the joint placement and then rebind Once bound, all of the work you did on the skin weights before unbinding will be there
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Add an Influence Object
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Editing influences of joints over skin points can get you only so far Even after spending hours tweaking the weights in the Component Editor, the deformation can still appear rubbery Animating the compression and expansion of muscle and fat regions cannot be done through skin weighting alone When this type of anatomical accuracy is required in the deformation of a character s limbs, it is necessary to use an influence object Influence objects are additional objects (could be geometry, a transform node, or another joint) to which vertices can be weighted Influence objects can be used to fix areas of your geometry that should lose or gain volume when deformed with the joints Let s make a bicep muscle and add it as an influence object so that the arm will react to the rotation of the elbow:
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Any time you add new joints to the skin or add an influence object, you ll need to revert to the bind pose Select any joint and choose Skin | Go to Bind Pose Create a NURBS sphere Name it LT_bicep_influ Place it and scale it in the bicep area of the left arm, as shown here: Parent this object to the shoulder joint and freeze transformations Select the body geometry, then the sphere, and choose Skin | Edit Smooth Skin | Add Influence Object r to open the options window, shown here: Enable the Use Geometry check box and the Lock Weights check box Leave the Default
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Skinning and Advanced Deformations
Weight at 0 This is so that when the influence object is added, it will have no initial influence We will do that manually
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Return to the Paint Skin Weights Tool settings window and you will find that the LT_bicp_influ object is now listed as an influence Select it from this list and unhold it using the Toggle Hold Weights on Selected button Use the Paint Skin Weights tool to start adding weight to this object in the bicep region You may wish to hide the influence object to see what you re doing on the mesh It should look like this: Duplicate the influence object and move it away from the model so that you can view it easier Name this object bicep_bulge Sculpt this shape into something that looks like a bulging muscle If you select the original influence object and transform it in any way, you ll see that the geometry deforms along with the transformation While this is great by itself, we want to take it one step further To do that, add the bicep_bulge object to the LT_bicp_influ object as a blend shape If you try to increase the bicep_bulge value on the new blend shape node, you will notice that it has no effect on the body geometry This is because we are modifying the shape node of the LT_bicp_influ object instead of the transform To fix this, select the body geometry and find the skinCLuster node in the list of inputs in the Channel Box On that node, set the Use Components attribute to ON, as shown here: Try your blend shape It should affect the body geometry
The only thing left to do here is to automate the bulging muscle when we rotate the elbow For this, you need to read the next chapter, in which you learn to connect the attributes of different nodes together
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