Datasheet

Weighting 13
18. Select the character’s geometry, and open the Paint Weights tool options. Select the
following joints from the Inuences list, and pin the selection:
• clavicleL_JNT
• shoulderL_JNT
• elbowL_JNT
• radiusL_JNT
• wristL_JNT
19. Click shoulderL_JNT. Replace any weighting with 0.0 below the elbow.
20. Switch to elbowL_JNT, and replace all the weights above the elbow with 0.0. Repeat
for radiusL_JNT.
21. Switch to wristL_JNT, and replace all the weights with 0.0 down to the wrist joint
itself.
22. Select the Smooth Paint operation. Toggle
back and forth between the elbow and shoul-
der joints, smoothing the weights until they’re
blended nicely. When youre satised, clean up
the smaller weights by painting them with a 0.0
value. e weights of the two joints should only
bleed over the elbow area by a couple of edge
loops. Figure1.16 shows the nished results.
23. e radius and wrist joints work together; the
radius rotates in the X while the wrist handles
the Y and Z axes. e radius weights are good, except
where they inuence the wrist. Follow the same procedures
you used for the previous joints to remove the unnecessary
weighting.
24. Rotate wristL_JNT to 40.0 units in the Z.
25. Aer you smooth the weights around the wrist joint, use the Scale Paint
operation on both wristL_JNT and radiusL_JNT to reduce the weights
and create a tight crease in the skin. A Value of 0.9 works well. Figure1.17 shows
how the wrist and the wristL_JNT weight map should look.
Figure1.16
The elbow
weights have been
smoothed and
cleaned up.
944974c01.indd 13 3/21/11 10:05 PM