PHYSIQUE AND WIEGHTING VERTICES
1. Once all your KF textures are applied to the model, you will need to ensure that the model is one mesh. You do this by attaching. Click on one of the editable meshes and click on Attach List. Select the parts of the model and click Attach. Your model will now be one mesh.
2. Next step is to apply the physique modifier. Select your model and from the modifier list, select Physique from the Modify drop down box. A new rollout will appear (under the moodier box). Click the “attach to node” (Looks like a stick man with a red dot) and select BIP01 from the skeleton. A new window will appear once you click on a bone called physique initialization and select the following settings;
Blending Between Links: Change to 4 links
Radial Falloff Envelopes: Un-tick the Create Envelopes
3. Then click Initialize. Click on the physique modifier and tick the “Hide Attached Nodes” (bottom right hand corner of the screen) this will make the skeleton disappear. Select you model and press Alt and X. You model will now appear to be see through.
4. Now here comes the fun/hard part. Click on the + of the physique modifier to expand it and select Link. Links are the orange lines that make up the skeleton. You can deactivate any links you do not wish to use. For example if you don’t want your character to have facial expressions, you can deactivate the links controlling the jaw bones, cheek bones. You do this by click on the desired link and under link settings un-tick the Active box. The link should now appear grey. You also deactivate links because more than one link can represent the same bone...you only need one link for each bone(there may be 2 or 3 links in the arm that represents the forearm bone...you only need one). See Pic3.
5. Once you’ve deactivated unwanted links your ready to assign the vertices of your model to the skeleton. Select the vertex option in physique and you will see the vertices appear on the model. If you highlight all the verts you will notice that they are all blue (root). This means that they haven’t been assigned to a bone yet.
Note: - This may make your computer run slowly!!
6. Ok, now what you do is select the verts you wish to be assigned to each link/bone. Once you’ve selected the verts, under vertex type select green (Rigid) and “Blending Between Links” is set to N Links. Click “Assign to Link” and select the link you wish to assign them to. You will notice that the verts now turn green to say they have been assigned. Now repeat the process until all verts have been assigned a bone.
Note: - As described in the official skinning tutorial a good idea is to "Lock assignments" after you have assigned verts, so you accidentally don’t reassign to different bones.
7. Once you’re done assigning, the next step is to test the skin with movement. If you turn off figure mode and click play, a simple animation will run where you can see how your model deforms. It’s also handy to use the Remedy weighting tool to see if you’ve missed any vertices. If it doesn’t deform properly, turn figure mode back on and select the rouge verts and click “remove from link”, then click on the link the verts are assigned. Then simply reassign them.