I’ve just read the article about Blender release 2.27 in two weeks. One of the new features is autoskinning for Armatures. Could someone (shortly) explain me what is it about. Or point to an article about it? Thank you very much…
id be interested to know myself…sounds weird…how can you skin automatically? :-?
This is very easy, you make you model, you make the Bones, you select model and bone, you push Ctrl-P, use armature, skinterlaas and thats all, you don’t need to select and make groups.
I’ve been using this feature a lot in the Tuhopuu release. More detail: within each mesh that you Parent to the armature, you select the skinning option. The rest happens automagically: empty vertex groups are created within your mesh, then populated with the vertices from your mesh depending on their relative distances to the bones in the armature.
I usually have to do some tweaking around the armpits (on humanoid figures) and crotch (and who can’t stand a bit tweaking around the crotch, I ask you). But overall, it is an immense timesaver.
Crotch tweeking? can’t get through the day without it. So does that mean it groups vertexs solely on proximity to a bone or is there also some kind of naming convention? Are the auto-created vertex groups created to take acount of good joint deformation?
LB
Naming convention: yes. It creates vertex groups with names analogous to the bone names. The only shortfall is that for each mesh object, it seems to first create vertex groups for all bones, then populates them with the vertices. It does not, however, remove unused names, so you can have a hard time telling which groups contain vertices and which don’t in a complex rig.
Nice deforms: not sure. I usually try to only model characters with subsurfs, using the lowest poly cage that I can manage. I hate the weight painting thing and try to avoid it at all costs. That said, it did a reasonable job deforming the elbows of my chimp model, but I use an extra joint bone at elbow and knee, so… you mileage may vary.
oooooo…sounds interesting…
This sounds really cool, and looks like it would save alot of work!!! Glad to hear too that we’re so close from a new version to play with, YAY!!! Thanks to all who had a hand in that!!!
Matt
Blend on, and blend well!!!
Now dont jump ahead! It may say 2 week but thats the target date…Did 2.26 come out no time?
Anyways for though that know what tuhopuu is basicly some of the functions will be put in blender 2.27 I dont thing all of em will be put in though least not in 2.27
hmm sounds good! 8)
and i don’t really mind if it’s not released on the intended date, these things take time…
d52477001
I’ve tried it 2 days ago with a complex model (lots of vertices) and the result was a disaster : the bones influence goes really too far, causing for example the deformation of the ribcage when moving the arm.
I’ve also noticed some sort of bug when applying a constraint to a bone : it freezes Blender.
I’ll try it later with a low poly model to see the difference.
Serialsiner.
Is there any difference between the “skinterlaas” an the “nearest bone” options? I can’t see any. Also, what does “skinterlaas” mean? It sounds dutch to me.
:-?
Hans Petter
Skinterlaas uses the bone type as defined in the Edit Options window, for each bone.
Martin