| Getting Started with | _SkinModifier | |
| Last
update: June 24, 2005 Email frank@frankladner.com if you have any questions. |
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Introduction
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| Tools Used | This
tutorial assumes that you have trueSpace
(Version 5.1 used here) and SkinModifier
(Version 1.23 used here). If you do not have SkinModifier, download
the evaluation copy here: http://ckgamefactory.hp.infoseek.co.jp/tsxe/skinmodi.htm The unregistered version has limitations, but it costs only $15 to register. |
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| What is SkinModifier? | SkinModifier is a trueSpace plugin by CK Game Factory that allows skin deformation using any polyhedron or trueSpace bone object. | |
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Setting
Up
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| Load Object | Go
ahead and load an object that you would like to use. For our example, I've
picked a leg object. (Download Leg Object) |
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| Create Bones |
Now add some
objects to be used as bones. In this case, I added a box primitive
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| Name Bones |
Using the Object Info box, give the bone objects a meaningful name.
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| Load SkinModifier | After
you are satisfied with the bone placement, go ahead and load SkinModifier |
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| Setup SkinModifier | Select your mesh object and click the Edit button on the SkinModifier dialog. You should then see the following: | |
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| With
the mesh object still selected, click the Pick button. You should now see the object listed in the Skin box. As you can see below, I didn't give my mesh object a descriptive name. :-) |
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| Click the Bones button. | ||
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| Select a bone and click the Add button. | ||
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| Do this until all of the bones have been added to the list. | ||
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| Vertex Weighting | Click the Target Vertex button. | |
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| Select a bone from the list. | ||
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| Make sure trueSpace is in Point Edit:Vertices mode and click the Lasso icon. | ||
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| Select the vertices that will be attached to the nearby bone. | ||
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| Click the Get Vertices button. | ||
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| Select the object from the bones list. | ||
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| Adjust the slider until the weight value is 100. | ||
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| Click the Glow Weight button to smooth out the weighting into the neighboring vertices. | ||
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| Repeat the Select Bone->Get Vertices->Adjust Weight procedure for the remaining bones. | ||
| Once you are finished with the weighting, move the bone objects around to be sure the skin deforms properly. | ||
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| (NOTE: SkinModifier works with Subdivision Surfaces.) | ||
| Conclusion |
When I first tried to use SkinModifier, I was overwhelmed and it took a lot of experimentation before I figured out how things worked. This is a very basic tutorial designed to remove some of the mystery of the plugin.
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| Taking it Further | There are some aspects that I didn't cover in an effort to keep things simple. | |
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Well, I guess that's it. Let me know if you have any questions. |
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