Multiple Bone Influences: Skinned Meshes
by Rex · in Artist Corner · 04/23/2008 (11:51 am) · 1 replies
While my exploits with the Auto Rig Deformation node have not gone as well as I'd anticipated; I do have some very good news in regards to multiple bone influences on a standard deform node, as in from a FBX imported 'skinned mesh' with rig.
It works!
It took me a little bit of trial and error[but not tooooo much, ;)] to edit my existing imported FBX file's geometry container's file reweighted from a full weight of 1.0 to a single bone[my FBX exporter limitation] to a more smoothed schema, involving up to as many as 7 separate bones.
I used the KORK geometry and rig in it's standard SDK 'root' pose as an example. I painted on some extra influences and then smoothed the process. I setup the Scene for export with the Torque Render Node for HD, and exported a single LOD copy. Bing-Bang-Boom, didn't take much more than an hr/so...very easy to do.
Then looking in ShowToolPro, I saw variable weights when I grabbed specific bones. Alas, I had no real value data in STP, only a visual graphic color shading, no hard numbers. So, I looked at the shape in another program, where I have a better weight table UI, and found my handiwork in Houdini got me on the average of 5,6, & 7 bones influences on any single vertex. I was very pleased with these results. This is very good news for getting very professional deformations from your geometry for the Indy.
...more later!
Here are the painted weights in HD, after my final smoothing; you really can't see any small changes in the mesh, but they're there. Deforming in HD, and during weighting, normalize the weights and gives good render of end result.

Then, after exporting, I opened ShowToolPro to check my handiwork. I did see some variable weights in the shading of the vertices, but it was difficult to see how precise I got with my spray painting.

Finally, I get to see how many bone influences I eventually got from exporting from Houdini, using a standard deform node, straight FBX Import, DTS setup, and export.

There, my proofing is complete. It was a fine morning of Indy Deving, while chatting away with my TeamMates up North, encouraging me along the way. We may get a real chance to smoothe out our Male and Female characters!
It works!
It took me a little bit of trial and error[but not tooooo much, ;)] to edit my existing imported FBX file's geometry container's file reweighted from a full weight of 1.0 to a single bone[my FBX exporter limitation] to a more smoothed schema, involving up to as many as 7 separate bones.
I used the KORK geometry and rig in it's standard SDK 'root' pose as an example. I painted on some extra influences and then smoothed the process. I setup the Scene for export with the Torque Render Node for HD, and exported a single LOD copy. Bing-Bang-Boom, didn't take much more than an hr/so...very easy to do.
Then looking in ShowToolPro, I saw variable weights when I grabbed specific bones. Alas, I had no real value data in STP, only a visual graphic color shading, no hard numbers. So, I looked at the shape in another program, where I have a better weight table UI, and found my handiwork in Houdini got me on the average of 5,6, & 7 bones influences on any single vertex. I was very pleased with these results. This is very good news for getting very professional deformations from your geometry for the Indy.
...more later!
Here are the painted weights in HD, after my final smoothing; you really can't see any small changes in the mesh, but they're there. Deforming in HD, and during weighting, normalize the weights and gives good render of end result.

Then, after exporting, I opened ShowToolPro to check my handiwork. I did see some variable weights in the shading of the vertices, but it was difficult to see how precise I got with my spray painting.

Finally, I get to see how many bone influences I eventually got from exporting from Houdini, using a standard deform node, straight FBX Import, DTS setup, and export.

There, my proofing is complete. It was a fine morning of Indy Deving, while chatting away with my TeamMates up North, encouraging me along the way. We may get a real chance to smoothe out our Male and Female characters!
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
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BrokeAss Games
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