I’m building a character and right now she is completely nekkid. I’ve given her an armature already and have already began weight painting them somethig dawned on me.
Am I going to have to apply weight paint to her clothing as well? If so, should I wait to paint her nekkid form until I have already applied her clothing?
remove the nipples, and other features , folds, and naughty furry bits… add new polys with the F key in edit mode to cap any holes you made in the mesh…
select the areas where the shirt should be in edit mode, and press P to seperate the mesh.
Do the same with the pants…
Surgicaly remove the feet and model some nice low poly shoes…
now… just inflate the shirt areas a bit, you can scale it, or use the new sculpt features to add wrinkles and stuff to the cloth material
and the pants areas a bit…
make the sleeevs over lap the wrists a little bit, and make sure it overlaps the top of the pants a little bit, and around the neck to hide any gaps…
Make the pants overlap the ankles or top of shoes /boots a bit…
now use the control-J to join your models back together into one.
Volla!
you have a fully dressed femail… now you can just animate everything at the same time…
you only need the nude polys if you want to have her undress in some porno game…
I have a porno workaround as well…
Weight painting should be the last thing you do before animating - certainly after ALL modelling is finished. If you’re going to be adding to the model, and those parts are going to be animated with the same armature, then you should hold off on the weighting.
you can do some of the weightpainting while you animate too… you dont need to spend too much time on this at first…
I have never gotten my weightpainting right on the first try…so I dont suggest wasteing too much time on it right up front. i assign verticles to the bones first, then only tweak things with weightpainting if I need quick adjustments while I am animating…
Blender even allows you to tweak the weightpainting while the model is in a pose 8)
Blender Rocks!!
You should definately pose the model while weighting, but it should be set up completely before you start any “real” animation. It’s not a good idea to have to start stepping backwards through your pipeline. Fixing something for one animation could well break another.
A good thing to do is run the model through a standard “workout” animation, where the model moves all their joints through their maximum ranges of motion. That’ll show up any issues with the weighting and make the whole tedious mess easier to deal with
You should definately pose the model while weighting, but it should be set up completely before you start any “real” animation. It’s not a good idea to have to start stepping backwards through your pipeline. Fixing something for one animation could well break another.
A good thing to do is run the model through a standard “workout” animation, where the model moves all their joints through their maximum ranges of motion. That’ll show up any issues with the weighting and make the whole tedious mess easier to deal with
Yes, yes indeed
Verry good points… lots of test animation, before any real ones.
I find almost every animated model I do, i still have to go back and tweak the weighting… add bones… and other meshes sometimes. Tweak /Re-do textures
The more you play withthem, and tweak them, the mode lifelike they will get.
(plus it is lots of fun!! I am always laughing when I am doing this… I can think of some pretty absurd things sometimes )
While I try to follow that advice could you help me with the actual painting a bit? the arms are giving me a ton of difficulty. I’m not even sure if my bones are in the right place. I’m experimenting a lot with the armpits as far as paint is concerned and I suppose that a lot of people find that a tough area at first.
Anyway, I’m not going to ask you tell me how to paint it, but can you look at the bones and tell me if I even have that right? Or maybe I just modeled her shoulders wrong or something.
Also is her spine good, are her hip bones high enough?
you’ve put in bones that aren’t even bones. The shoulder/upper arm theres no bone there. And if you create a root bone that isn’t actually being used by the model then you wouldn’t need the bones going to the hip or the upper arm.
the first bone you place is your root bone. The problem with placing the root bone where you actually want a bone is the root bone will rotate the whole model. So you’ve then placed in a spot that needed a dedicated bone the root bone. Example: the first bone you probably placed was the lowest spine bone, but since that bone is the root bone you can’t actually use it for lower back motion since its the root. And the root will only move the whole model. I make the root bone just stick straight out of the lower back, then extrude the rest of the skeleton.
check out oto’s tutorials
just google otothecleaner <- just like that and your find his page you’ll be able to see how the little oto model was rigged and you’ll see why you shouldn’t need hip bones, if you use the root bone suggestion above.
yeah you can, but now you have more versatility, you can make clothing objects and do things like make see through clothes or (parts of clothes) tank tops, helmets, and tight fitting clothing of various styles that are true to the character’s anatomy - and not only that,
they can get nekkid! if that’s called for (think clothing that’s falling off when they take damage!) . I just like a complete character - plus it’s the advice that I’ve gotten from the experienced people - and at times they really DO know what they are talking about
even a stubborn dude like me has to recognize that when he’s able
and thanks everyone for the help, it really helps a lot