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Kung Fu Panda Skinning And Rigging Part 3 PDF Print E-mail
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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.

Kung Fu Panda Skinning And RiggingSkinning process is not finished yet. We need to check whether model is deformed in the way we want. If not, we need to modify several Physique attributes. Most of the time, this adjusting process is quite complicated. This tutorial will show you only the basic. But, I believe it's quite enough to create nice animation.

 

1. First, try to select one of upper arm biped. Rotate. Notice that some part of arm is not deformed along arm movement. Click Undo (Ctrl+Z) to reset biped position..

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2. Before you begin adjusting, you may want to hide biped in viewport. Sometimes it's hard to see clearly in viewport when biped is visible. Go to Modify tab. Highlight Physique modifier in Modifier Stack. In Physique Level of Detail rollout, check Hide Attached Nodes. Biped will be invisible. If you want to display Biped again, just uncheck this option. Whithout Biped visible in the screen, you can see only biped links (orange lines)

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3.In Modifier Stack, click plus (+) sign at left of Physique modifier. Then, select Envelope. Biped link will turn yellow. Select biped link at the upper arm. You will see red and grey circle. Those circles are called Envelope, which define area influenced by certain biped. Envelope has 2 areas, inner and outer. Biped influence in inner area is higher than outer area. Notice that, enveloped in upper arm is not covering all desired area. You can fix this by enlarging envelope. In Blending Envelopes rollout, focus on Envelope Parameters. Make sure Both is selected. Increase Radial Scale to 2.23. Both inner and outer envelope will be enlarged. After that, in Edit Commands click Copy button

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4. You need to apply Envelope changes to the other side of arm. You can modify it manually. But, remember that you clicked Copy button before. Now, select other upper arm link and click Paste button. Both arm is now fix. You can de-activate Envvelope selection. Un-hide Attached Nodes to display all biped objects. Ttry to rotate upper arm biped to check.

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5. Now try to rotate upper leg biped. Notice that, mesh in other legs is also deform. To fix this, just go to Envelope selection again

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6. Select biped link in lower leg. First, make sure Both option is active. Decrease Radial Scale to 0.68. And then activate Outer option, then decrease Radial Scale to 1. Copy-paste envelope to the other side of lower leg

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7. If you rotate upper leg biped, you will notice that belt area is also deform. To fix this, go to Envelope selection.

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8. Select biped link in pelvis area. With Both option active, decrease Radial Scale to 0.5. Copy-paste to the other side of pelvis.

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9. The last one. Select biped link in head. In Active Blending, uncheck Deformable and check Rigid. Head should not deformed a lot in animation. When finished, de-activate Envelope selection. Skinning process is done. Actually we need more adjustment in skinning process, but that should be enough for now. I will try to write more tutorial about this subject in the future.

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Download 3dsmax lesson file up to this point

Kung Fu Panda Skinning And Rigging Part 1 | Part 2 | Part 3

Other tutorial :
Kung Fu Panda Modeling
Kung Fu Panda Texturing
Kung Fu Panda Animation

Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

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