|
Because the hair joints are not symmetrical, we can't rely on weighting the left side and mirroring the weights across for the right. NOTE Before continuing with the work in this section, It's important that you are entirely finished with all Mirror Weights operations on this character. If you proceed with any nonsymmetrical work and then notice problems that require remirroring, you'll have to redo all your nonsymmetical work. In addition, it's a good idea to keep saving your work as you go, so you can easily refer back to some previous weights if you make a mistake. At this point it would be useful to turn on the base skeleton so you can see the positions of the hair joints.
Our aim was to give Kila's hair some life, "unlocking" it from her head, and we have achieved that. You can now animate the controls, and the hair will follow smoothly. You have one more step to complete the weighting process on Kila, and that is to remove any small weights that have been applied as you worked. While painting the weights, you may have applied smaller weighting values to other joints without really noticing. These are often relics of using the Paint Skin Weights tool's Smooth or Replace paint operations. Upon export into the game engine, these might be removed, but if they are not they could have an impact on the processing power of the system. So let's get rid of them. Select the character mesh and go to Skin > Edit Smooth Skin > Prune Small Weights. The default value of 0.01 will work well in most cases, but to be safe, save your scene before applying this to your model. Any values below 0.01 will be reset to 0, and the remaining weights will be normalized to add up to 1. |
|