i am a bit confused about the correct wheighting for the face (animation). what have i to wheight??? psyko wrote in his online tutorial this:
Facial animations This is not required, mainly used in SP of course...if you want to use your player in SP, it looks better. You have to detach a "face" from your "head" mesh in order for this to work, you also have to create a mouth and some teeth. Take a look at kyle's mesh to see how its put together. Back to the weighting, only 9 bones need to be weighted. Add and weight the following to the "head_face" mesh: "cranium" "ltlip2", "lblip2", "leye", "reye", "rtlip2", "rblip2", "ceyebrow" and "jaw". That's it.
but eclypse wrote in his pdf doc:
Face ceyebrow jaw ltlip2 rtlip2 lblip2 rblip2 Cranium and the mouth-eyes have to be wheighted by cranium and cervical.. must the right reye bone wheighted to the right eye (left eye same maner)??
Come to the light
18th April 2007
That means that if you weight all the vertex to the cranium, your model will be exported fine, but the face won't move. It will all depend on the quality or detail that you want/need. Especially if you are going to use your model for SP.
The eyes you can make them separate from the face ( a sphere with a skin on it ) and those spheres weight them to "leye" and "reye". On the face you will have to weight the eyebrows to make the character blink.
Also you will have to separate the lips so you can weight the top and bottom lip, and make the interior of the mouth and teeth.
Usually the teeth and eyes go together, so they share the skin map. Import a finished model from the game to be sure how it's done.
thx.. i fixed it.. after a few little experiments... :)))))
The Internet ends at GF
21st April 2005
I congratulate you for actually attempting to weigh a model, and got it working successfully, it's more than I've done.