Weight Painting

When I had a fully rigged character I was able to move on to ‘Weight Painting’. Weight painting ensures that if I moved one part of the body another part of the body will not move with it and therefore creates more realistic movement. Unfortunately my characters mesh was split into a lot of different sections so the weight painting was quite difficult.

Starting the head weight painting

I started with the head, including the eyes. I would change the values to one by using the select tool on the weight painting menu to select vertices and ‘flood’ them. When the head was finished painting, I tested it by rotating the head. Unfortunately I experienced some stretching, when this happened I would adjust the painting by using the smooth tool and the paint tool. This process was all trial and error.

The weight painted head being stretched slightly

As I said earlier, I had a few problems with the weight painting. I had to weight paint the base body mesh and also the clothes as they were separate meshes and therefore moved separately. Before I learnt that they were separate, the body would end up sticking out of the clothes after weight painting, to fix this I had to just keep adjusting the values and smoothing.

BEFORE: Weight painting arm, before finalised

AFTER:

The arm breaking due to the weight painting of the clothes being different to the base mesh – this took a bit of adjustment to fix

In this process I realised it was better to use the select vertices and flood them with the value zero as this ensured that there was no other values left on the other parts of the body.

An example of selecting vertices on the other leg to ensure that when I moved the left leg it would not effect the right

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