Blender already has built-in bone heat weighting, it works well in most time, but sometimes it fails to find a solution. You can use this free add-on to generate vertex weights for detailed areas when Blender's built-in weight tool fails. Simply click the 'Surface Heat Diffuse Skinning' button with default parameters to skin the meshes usually gives you a fairly good result. I have integrated my Corrective Smooth Baker add-on into this add-on, you can use the add-on to fix vertex weight issues automatically, details refer to the product page.
The algorithm uses ray tracing technology to convert polygon mesh to solid statue, which is quite different from Maya's method, ray tracing always generate better result than multi-view voxelization methods. Bones generate heats, heats diffuse among the solid statue, and lose a bit heat when diffused to neibour voxels, if we iterate the process, it will reach a balance status. We use CPU's multiple cores to boost the speed. When heat diffusing process completed, bones heats will distribute smoothly among entire solid statue, the heats values represent the influence weights of the bones.
Voxel Resolution: The maximum voxel size, default value is , which is suitable for most characters, you may increase this value to use high resolution voxelization, usually this is not necessory. Diffuse Loops: Heat diffuse pass equal to 'Diffuse Loops' multiply 'Voxel Resolution', default value is 5, which is enough for all cases, you don't need to change this value.
Sample Rays: Use how many random rays to detect darkness, default value is 64, more sample rays, more accurate the solid statue, but runs more slower. Influence Bones: How many bones will influence a vertex, default value is 4, which is suitable for games, you can increase this value if you are making a movie. Diffuse Falloff: How much heat will lose when diffusing, default value is 0.
Detect Solidify: Detect solidified clothes, if you enable this option, make sure that all bones are in the charecter's volume, otherwise, the result may be wrong. A: The normals of inner side of the solidified clothes direct inwards, this will confuse the voxel skinning algorithm, it may think that the bones are not surrounded by any polygons at all, thus cause the solidified clothes have zero vertex weights.
We can flip all the normals for the solidified clothes, the voxel skinning will work properly, when finished, we just need to flip back all the normals for the solidified clothes. You can enable 'Detect Solidify' to fix the issue automatically in v3. A: 'vhd-blender-addon. There are four add-ons in 'vhd. Another case is that Blender is not in 'Object' mode, or you have not selected both the meshes and the armature.
Even if Blender's built-in bone heat weighting fails, you can use surface heat diffuse skinning add-on to generate vertex weights for fingers and toes, then combine voxel heat diffuse skinning add-on to get perfect vertex weights. Voxel heat diffuse skinning just gives you a good start point, you can modify vertices weights anytime.
A: If the character uses a simple skeleton, such as motion capture skeleton, the vertex weights of the torso part may not good, the torso slightly moves with the arm movement. You can fix the issue by adding two support bones at the chest joint to balance the vertex weights. A: If you skin a high resolution mesh with default voxel resolution , the vertex weights is blocky.
Apply several 'Smooth' operation to all vertex groups from the 'Weight Tools' section in 'Weight Paint' mode. Q: What's the difference of the surface heat diffuse skinning add-on and the voxel heat diffuse skinning add-on?
If this happens, you can't use the advanced skill to protect selected vertex weights, for there is nothing to protect. A: Like Cycles is better than Pong shading, physical based energy attenuation algorithm generates much natural vertex weights. A: High resolution grid works well on fingers and toes, but high resolution grid may bring side effects on other mesh parts, like the clothes, the hair, or the equipments, these parts may break into pieces in high resolution mode, it's not perfect in all cases.
To combine Blender's built-in heat map diffuse skinning and voxel heat diffuse skinning is a better solution, you always get perfect result. A: If you want to use higher resolution than , for instance, or , you have to use the command line tool. High resolution mode requires huge memories, and the task will run for a long time, running the add-on within Blender may cause Blender to crash, so you need to run it as an independent task. Another reason is that you are a team or you have powerful servers, you may build your own automated workflow by writing shell scripts, distribute the heavy task to your powerful servers.
The latest version is 3. Physical based energy attenuation algorithm. Built-in Surface Heat Diffuse Skinning add-on.
Built-in Corrective Smooth Baker add-on. Complete skinning solution. Supports Blender v2. The add-on can help you to resolve three skinning problems: 1. Unlike standard skinning, which has no concept of body parts, Voxel skinning uses a voxel representation of the mesh to help calculate influence weights.
It computes, then applies, the resulting weights to the existing closed-form skinning method, deforming the character's geometry where you need it and can solve the skin weights even when you are out of bind pose. You can adjust the falloff amount and other parameters for tweaking particular areas. You can also solve for out-of-bind pose because the skin modifier stores that information internally. This allows you to get more feedback on the affect of the changes.
Note: Using the Voxel or Heat Map skinning solvers result in baked weights. Note: Depending on the topology, you can use Heat Map skinning for broader body skinning, then Voxel skinning to isolate and tweak specific areas of the mesh. Heat Map Skinning You can now use a heat diffusion technique to distribute influence weights. If the character is watertight, Blender's built-in automatic armature deform will work very well, but artists work in their own way, they create various character components, then group them together, this is artists' most natural workflow.
I used to subscribe Maya LT from Stream platform several years ago, Maya LT has an amazing feature - 'Geodesic Voxel Binding', it can deal with non-watertight character, why not add the feature to Blender? When the product was born, I was so proud of the add-on, it uses unique ray tracing technology to build voxel grid, which is super robust and accurate, and the add-on combines Blender's built-in heat map diffuse skinning tool and the voxel heat diffuse skinning tool to deal with all skinning issues, I can always get perfect results.
Wow, it always really nice to see such powerfull tools that actually adds to Blender's functionality! Thank you for your effort! I use Auto-Rig Pro for rigging. Have you tried Voxel Heat Diffuse Skinning with this addon? Is it compatible?
The author of Auto-Rig Pro is the first customer of this add-on, he pointed a small issue, and I have fixed it, it is compatible now. To add a profile picture to your message, register your email address with Gravatar.
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