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The Skin Atelier is meant to manage skinning weights, meaning by that: Bind, Edit and Mirror your skinning weights.

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Info
titlePaint & Check mode

All skinning operations must be performed into the "Paint & Check" mode of the Character Bank (). It means, that these skinning commands are disabled in Bind Pose, Build Pose or Ref Pose


Info
titleShift, an essential key during your skinning process

In Rigging/skinning mode, the Shift button (eventually combined with Ctrl and Alt) is a very important key as it allows you to grab your vertices using pick/rectangle selection (LMB) or using lasso selection (MMB). More details about the vertex selection lower in this page.

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The Duo Skin process is our new automatic skin workflow developed to provide (far) better and quicker results. 

This process is called « Duo Skin » as it is split in 2 different steps:

  • During the 1st step Akeytsu will bind in rigid your mesh(es) to your skeleton
  • Then (2nd step), Akeytsu will perform smoothing over 1st step influences
Info
titleAbout How our skinning works

Since we use Geodesic Voxels during the 1st step, the skinning should already looks good enough. Experts may still want to tweak and adjust some areas by going back and forth between 1st (rigid) and 2nd steps using the Duo Skin Mode button.

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  1. First of all, use Ctrl+Left Click to gather both desired mesh(es) + desired joint(s). To select the character, go in the Tree window, to select joint(s), it's often easier to parse the picker window (instead of expanding the whole tree hierarchy),
  2.  hit the Bind Skin command. It will (pre)bind in rigid your selected mesh(es) to your selected joints and then automatically perform a smoothing straight afterwards. From that moment, you already get your smoothed skin.
  3. If you are pleased with the result you can stop here!
  4. If you want to adjust your skinning, you have got two solutions:
    1. Easy & Quick: go back into the Rigid step (by using the Duo Skin Mode button), manually refine your rigid skinning zones (using rigid tools only) and hit the Process Smooth Skin button to perform a new auto-smooth pass.You can then iterate the process on the full skinning or on specific parts as well as setup each joint smoothing strength in front of each one in the Picker window
    2. Longer: stay into the Smooth step and manually refine your smooth skinning zones (using smooth tools)

Now discover the features more in details!


Warning

The following video not yet up-to-date and still describes the previous way to use Duo Skin. We plan to update it as soon as possible. Thanks for your understanding.


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urlhttps://www.youtube.com/watch?v=PPbGEv55ebE
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 Skin Painter (Shortcut: A): Enable/disable the Painter window toolset

Image Modified Bind Skin: Bind in rigid the selected meshes to the selected joints and auto-smooth the whole influences straight forward.

Image Modified Process Smooth Skin: Generate smooth (end) skin from rigid (start) skin according to your joint selection (and potentially vertex selection) as well as the smooth factors displayed into the Picker (once the skin is pre-bound). 


Tip
titleWhat about true rigid characters such as robots or machines?

For this kind of characters, you need to turn "off" the smooth factors  - by clicking on the smooth factor icon into the Picker - on all joints before launching the smooth/bind process. Then it will bind/finalize your skinning without smoothing it! 


Image ModifiedDuo Skin Mode: Display and edit either rigid (start) or smooth (end) skin. 

Note
titleRigid weights only in 1st step

Please note that in 1st step (Rigid mode) of the Duo Skin Mode, your skinning is just a "pre-skinning" (a kind of blueprint). Since then, it's not allowed to smooth influences so only "rigid" tools are available.

Image ModifiedUnbind Skin: Unbind the current skinning, meaning that your skinned mesh(es) return(s) to mesh(es) state. By the way, another method to unbind your skinning is to drag'n'drop your skinned mesh(es) outside the Character node into the Tree window. 

Hide Skinned Mesh Vertices: Hide the faces corresponding to the selected vertices. Very useful to skin from the inside of the model or to hide the empty side when you work on your half skinning.

Tip
titleHow about adding new vertices to hide?

Once you already hide vertices and in case you make a new selection of vertices, you will notice a little "+" sign appears into the command. At that time, if you hit the command again, this new selection of vertices will be added to hidden vertices. Quick, simple & efficient!

Anchor
mirror
mirror

Image ModifiedMirror Skin Weights & Joints: Mirror the skinning weights and the joints in same time. Please notice that the mirroring process works according the YZ plane and the (side) joints must have the following tags in their names : r_/l_/R_/L_ as prefix, or _r/_l/_R/_L as suffix or even right/left/Right/Left anywhere in the name. Then select the side you want to mirror and hit the command. If the joints already exist on the other side, only weights will be mirrored. 

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urlhttps://www.youtube.com/watch?v=yprTYHo_ZGo
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Tip
titleMirroring only joints?

If you go into Bind (or Build) Pose, you will notice that the Mirror command remains enabled and allows to mirror joints only. It displays a slightely different icon.

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Anchor
UpdateSkinnedMesh
UpdateSkinnedMesh

Image ModifiedUpdate Skinned Mesh: Allows you to quickly replace the existing skinned mesh by an unbound (new) one. The tool will smartly transfer all weights to the new model and remove the old mesh. If you want to keep your old mesh, you need to duplicate it and select only one of your two copied meshes, then your new un-skinned model and finally execute this command


Info
titleUpdate skinned mesh use cases

This feature is especially useful if you want to update your model topology, UV Coordinates, Vertex colors, Materials, and/or Textures. This is a simplification of the copy/paste feature


Tip
titleHow to use Update Skinned Mesh
  • Ensure you're in the rigging layout
  • Also be sure you've selected the Paint & Check mode (Char Bank window)
  • Select a skinned mesh
  • Hold Ctrl and add one or more unbound meshes to the selection (these should correspond at some point to what is already skinned, dont make this between a mountain and a cow unless you really find it wise)
  • Hit the update skinned mesh button...that's it !


Image ModifiedCopy Weights: Copy weights values of the selected vertices. 

Note
titleCopying one vertex versus copying many vertices (skin)
  • If you copy one vertex you can paste its weights on other vertices of the same skinned mesh.
  • If you copy more than one vertex, you are in "Copy Skin" mode, meaning that you have to paste their weights on another skinned mesh.


Note
titlePrefer the Full Vertex Select Mode

For your Copy/Paste actions we recommend to work with Full Vertex Select mode activated (). This way, you will be sure to select and work on all displayed vertices.

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urlhttps://www.youtube.com/watch?v=i4nll4rpceI
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Image ModifiedFix Weights: Average weights on the selected vertices according to neighbour vertices.

Image ModifiedSweep Weights: Clean very small weights on the selected vertices. The threshold is available into the Skin Atelier preferences.


Full Select Mode: If enabled, this mode allows to select front and back vertices using pick/rectangle mode and lasso. By default this mode is disabled, providing a classic paint mode, meaning front vertices only.

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