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We have worked hard to tweak the weights on the first LOD until Kila deforms accurately as she moves. Now we need to apply the same weighting values to the other four levels of detail. This does seem like a huge task, but luckily Maya has a handy toolCopy Skin Weightsthat lets us copy the weights from the first LOD across to the others. We first need to prepare the geometry as we did for the main model. Select the LOD group in the Outliner, and make sure all the layers are visible and that each LOD is set to "show" in the Channel Box (Figure 14.45).
Figure 14.45. Make each LOD visible by setting them to "show."All the LODs now have the same weighting applied to them, so they will deform nearly the same as the first LOD does. This also means that the facial animation setup for the joint facial rig is carried across to the second LOD, saving us from having to set it up again. Now go through each LOD and check that the weighting is correct on each model. Due to the change in topology, there will be areas where the weighting has accidentally affected some vertices incorrectly. This shouldn't take much work; the majority of the weighting will have passed across just fine. TIP Remember that these are LODstry to view them from the same distance at which they will ultimately be viewed in game. There is no point in spending time adjusting weights on areas that will never be seen. When you are completely happy with the weighting on each level, set the Display Level on each LOD group back to "uselod," and make all the display layers visible. As demonstrated in Figure 14.47, all versions of Kila are now weighted and checked, allowing us complete freedom to put her into any pose. Save this version of Kila as Kila_Skinned.mb. Figure 14.47. Kila, fully weighted |
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