Workflow Video Above:
"Apologies for the recording was trying not to wake my daughter"
Create Patch, Skin Patch, Transfer back....
One of the annoyances is skinning with precision or even getting a decent start.
This is a tool I made when I was working at Pop Family Entertainment to help my riggers to precisely paint in areas without effecting large skinned areas.
In a sense there's nothing really new in the idea of transferring from a proxy. However I found that using the actual topology was far greater than a lower resolution mesh.
So I made a very simple script where you can take patches from a character skin them and skin them back.
Where it came from.
The idea: mainly came about from a lack of a auto skinning system within our small pipeline.
The intention was to design a tool that allowed artists to skin things safely without affect large skinned areas. Nick named "Geo Patches" became a fundamental part of our skinning workflows. Not only easy to use, reduced lots of time when refining very precise skinning.
How it works.
You select faces of a region you wish to covert to a skin transfer patch. You skin it as desired
You transfer the skinning and joint influences back the final rig.
Once you are done delete both the geo patch and the target and source sets.
That's it. Simple :)
Here are a few examples you can use it with.
![](https://static.wixstatic.com/media/d7e6be_c69f0b1c45a84e3b87135e71f9b8e585~mv2.gif/v1/fill/w_980,h_491,al_c,usm_0.66_1.00_0.01,pstr/d7e6be_c69f0b1c45a84e3b87135e71f9b8e585~mv2.gif)
This elephant character we left out a tail fk rig, not to worry geo patches to the rescue!
![](https://static.wixstatic.com/media/d7e6be_4bd44b821ee54b62bd41aa537f3e6e17~mv2.gif/v1/fill/w_980,h_491,al_c,usm_0.66_1.00_0.01,pstr/d7e6be_4bd44b821ee54b62bd41aa537f3e6e17~mv2.gif)
The animator has requested some fat controls. I can make a single patch and rely on the automatic smooth.
![](https://static.wixstatic.com/media/d7e6be_1accc85ba6aa4c409d9d8b0e8d4095d6~mv2.gif/v1/fill/w_980,h_491,al_c,usm_0.66_1.00_0.01,pstr/d7e6be_1accc85ba6aa4c409d9d8b0e8d4095d6~mv2.gif)
Even something as trivial as a nose rig can be easily skinned away from the body and blended back in within seconds.
![](https://static.wixstatic.com/media/d7e6be_5bf5abcd23314126b314f15ba547ea9b~mv2.gif/v1/fill/w_980,h_491,al_c,usm_0.66_1.00_0.01,pstr/d7e6be_5bf5abcd23314126b314f15ba547ea9b~mv2.gif)
You decided to block out weights and bring in secondary skinning like toes on this Tiger rig after initial bind. With the auto add joints missing feature it puts them back in and smooth skinning between the border.
![](https://static.wixstatic.com/media/d7e6be_54681d205d1c44c4862d58e639b85f43~mv2.gif/v1/fill/w_980,h_491,al_c,usm_0.66_1.00_0.01,pstr/d7e6be_54681d205d1c44c4862d58e639b85f43~mv2.gif)
Here we can use it to fix penetration in this characters clothing by creating a single sided mesh and setup a proxy skin. Also allows us to separate a lot of clothing on the characters model.
As you can see this makes skinning complicated and detailing a lot easier, with out accidently skinning a vert you don't necessarily want/need skinned. By separating the geo patches from the result mesh you can ensure a decent amount of control.
No going back for me...
Give it a go I honestly cant live without it after using the patches. Try them out for your self. https://github.com/JasonDobra/geo_patches_tool
Big thanks to my team for the ideas to make this tool what it is.
As usual if you have any questions feel free to drop me a line.
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