Rigging weight painting

When rigging the character I found that I needed to go in and properly rig the hair. I did this by separating each section of hair and adding in bones for each section. This meant that I could had more freedom to move the hair to better match whatever pose I chose for the character.

When rigging the hair, I discoveredd that I needed to rig the character without the hair bones first and then parent with automatic weights.  Then in the armature edit mode, I added in the bones for the hair.

I also had to make sure the hair bones were correctly parented to the head bone. That way they followed the head as I moved the head bone.

As I was weight painting, I hid the all parts of the character that I wasn’t working on.  This enabled me to better see what I was working on without being distracted. I originally planned on deleting the faces of the character main body that are hidden by the dress but in the end I didn’t need to as the mesh didn’t clip through in the pose I had chosen.  The leg did clip through the dress but I was able to hide it with the cape.

When weight painting the eyelashes, I experienced difficulty as the eyelashes and eye didn’t fully match the movement of the head bone.  I fixed this easily by making sure eyes and the eyelashes were fully painted red which meant the bone had full control of the area.

I had problems with the cape when it came to rigging so I decided to add subdivisions and sculpted the cape to rap after my character instead of just deleting it.  That fixed the issue I was having.

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