Re: [Algorithms] Algo for weight assignment in skinned animation
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From: Jon W. <jw...@gm...> - 2009-10-08 00:44:21
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Bill Baxter wrote: > Is there any standard algorithm used for automatically assigning > reasonable bone weights to vertices in a mesh, given just the mesh and > the skeleton? (I.e. you have no animation data, so you can't use > There is no *good* algorithm. I've tried finding the closest bone behind the surface, with some favoring of bones closer to the reverse vertex normal. In this case, a "bone" is not just the rotation center, but an imaginary line from the center of the bone rotation matrix to the center of the child rotation matrix (and there will be multiple such lines for a single bone with multiple children). It is by no means great, but at least it gets the skin deforming. Knees, elbows and arm pits will never look good with automatic weights. In general, it's really no better than what you get when you reset a skin or Physique deformer modifier to all default envelopes in 3ds Max... Well, except you can make it so you never end up with "floating" vertices :-) In fact, I know some artists who claim they will never look good with only skinning at all, that you need bulge deformers at a minimum :-) Sincerely, jw -- Revenge is the most pointless and damaging of human desires. |