So Papa's back bendy legs don't work properly when using the Dual Quaternion weight method. This method is usually better than classic linear because it tries to preserve volume during deformations like elbows and knees. Papa has a lot of skin to him, so this is ideal especially in his shoulder area. I don't know why papa's back legs freak out when DQ'd, but I figure it might be the thickness of the leg or the placements of the bones not being exactly centered around the mass.
I found out there is a way to use a combination of both. It is called Blend Skin Weights. This allows you to paint on a map signaling the mesh to use either DQ or Classic Linear binding methods. Make sure to click below to learn the way you can use it.
Blend Skin Weights in Maya Help
When you mirror skin weights, it also mirrors the Blend Weights map. So no need to worry about symmetry.
No comments:
Post a Comment