Sunday 19 May 2013

Applying biped to model

Today we are going to apply our biped to an actual model. Opening a given female model, I open it up within Max to see what the model looked like.


Going into system and adding a biped skeleton ruffly the same height as the female model would allow the following process to be made easier, it's important to get the biped at the right height as I will need to fit the biped into my model. Once they're the same height I then changed my skeleton to a female biped making it a suitable skeleton to work on with the correct gender for the character model.

(Example Of Female model on the left, and female biped on the right)

Going into motion the clicking on figure mode, we can then edit the skeleton structure.
We then edited the toes and turned them into what looks like shoes, then we moved the biped skeleton inside the female model. Making sure the hipes are lined up. We then added in fingers to the biped so that there can be joints for my model fingers later on in the process.

(Example of making toe joints into shoes, and skeleton controls on the right)

We now need make the biped bones match up with the female model, this involves working and resizing parts of the biped bones so they can fit and match up to the models existing arms and legs. Once done we then move onto the hips, hands and feet, the hands were the hardest with it's annoying finger positions.

(Example of Lining up the biped skeleton with the model)

(Example of moving the arms and hands in the correct place)

Selecting an arm and hands that's already done correctly, meant that we didn't have to waste time by going onto the other arm and hands to work on them, I could just copy the completed arm and hands i've just done and paste them onto the other side.
we can do this by going into copy and paste section, and clicking postures, then create collection and the clicking on copy posture, and then followed by paste posture opposite will complete the process. This is a differently a faster way to copy and paste biped bone parts to save time when working with a model joints.

(Example of finished model)

We then made layers once all the positioning on the biped within the model was completed. We created a layer by clicking manage layers on the top bar, then right clicking and clicking create new layer. Now I have two layers, one the model and the other my biped skeleton.

(Example of Layers)

Going into the modifier list and clicking skin we are presented with the option to add bones, which brings up a list of all the bones from the biped, Ctrl A highlights them and allows me to add every bone in my biped.

Now the bones are part of the models, however there are many problems with the bones that are causing deformed parts to her legs and arms etc. So we then go into edit envelopes which is located in the side bar within the modify section.

Clicking on the envelopes we can shrink their raydus to be suitable for animation and movement, as some of the envelopes are over lapping each other and causing the model to deform.

 (Example of all Envelopes)

(Example of control the envelopes radius)

(Example of colours, Red for strong solid, Yellow for medium, and blue for weak)

We will contuiue working on this model and fixing all it's bones and envelopes so that the model can be used fully for any from animation to in game models. 

Outcome: Having always wanted to know how to rig with a model, I found today totaling inspiring and fascinating, I only knew the very basics about rigging but after today lesson, I feel as if I understand it fully. I imagined the task to be easy, adding in bones and then getting the models to move, I didn't know about how the bones would effect parts of the model and cause conflicts with other bone parts. Learning how to deal with these problems, to overcome the task really made me feel more confident about rigging, and I look forward to my next lesson when we can finally sort out the last problems with the model joints.

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