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TN-Level 2 Head Tutorial - Physique

After creating the TN-Level 1 Head Tutorial and few CC have tried it and there seems to be a lot of issues regarding the parting line appearing to where the head connects to the head and so I take some time to come up with this tutorial.

This will address mainly on working with the Face.Average in the new example head files, and deleting and re-applying physique to the parent head.


Open the new example head file and you should see this.


Let's jump over to when you've moved the vertices on your Face.Average. Procedures on how to do that can be found in the TN-Level 1 Head Tutorial The head on the left is your Face.Average which you've just edited, and the one on the body is the parent head.


Zoom out a bit so you see things as shown above, press Ctrl and A simultaneously and you'll the green things appearing on the time slider as indicated by the red arrow.


Simply press 'delete' and all the green things in the time slider will disappear.


Left click and drag your mouse over the area as shown.


Right click over any empty area on the viewport and click 'Hide Unselected'. Everything else you've not selected will be hidden.


Now go to your right view (press R) and zoom in so you see as shown.


Select the hair mesh, and the two boxes at the neck area (AttachmentNode and AttachmentRoot), and right click anywhere on the viewport and click 'Hide Selection'. This will hide the hair and the two dummies you've just selected.


You will see this, and now on the top of the modifier stack, right click on 'Physique' and a scroll box appear, go ahead and click 'delete' ~ you've just deleted the old weighting property of the parent head.


Go to your modifier tab, click the small triangle so the pull down appears and select 'Physique' ~ you're about to re-apply physique to the parent head.


Click that 'Attach to Node' button as shown.


If the Pick Object box doesn't appear automatically, press 'H' and it'll appear. Go ahead and select 'PelvisNode' and click Pick.


Tick 'Rigid', then in the box, scroll down to 'No Blending', and then untick 'Create Envelope'.


Click the plus sign in the tab on top 'Link Settings', and untick 'Continuity', and click 'Initialize'.


Now expand the Physique modifier and go to the Vertex select mode. Make sure the 'select' button is pressed as shown (the yellow thing on the bottom right). Left click your mouse and drag over the head as shown to select the vertices ~ do not use Ctrl + A to select all the vertices as you cannot un-select the ones you don't want !!


Again, press and hold down Ctrl and drag over the remaining vertices ~ you do not want to select any vertices at the neck area.


When you're done selecting all vertices on the parent head, except the ones at the neck base you should see this. Notice all the selected vertices turned into blue '+' signs, and the ones indicated by the arrows remain just a dot. If you don't get this unselect everything and do it again until you have it exactly as shown.


Press 'Assign to Link' button as indicated by the arrow and select the long yellow line on the Head bone as indicated by the arrow.


Now all your blue '+' signs will turn red ~ it should look exactly as shown.


Click 'Lock Assignments' and all your red '+' signs will turn into small red squares as shown. ~ Now if you don't get this, go back, delete physique and start from that process again, it means your intializations were not setup correctly.


Now select all the remaining vertices at the neck area as shown, they all should turn into blue '+' signs and indicated by the arrows.


Click 'Assign to Link' and select the yellow line on the Neck04 bone as indicated by the arrow, now all the blue '+' signs turn red again.


Click 'Lock Assignment' and the red '+' signs turn to red squares. Click 'Select' after that to go back to Physique original mode.


Close the physique modifier stack. With the parent head selected, you should see everything as shown.


Go ahead and export your mesh.


Save your mesh file some place you will remember ~ if you use Max 7, make sure you enter the extension manually, but for ner's plugins for Max 9 the extension is put in automatically Wink


Open the Previewer, derive from one of the head products from IMVU ~ I recommend Head1 as indicated in my tutorial, the product ID is 61995 ~ click on the 'Geometry' tab.


Click 'Browse' and select your new head mesh file, play with the scale and make sure all other boxes are ticked as shown. Click 'Apply Changes' and you will see your new head on the Previewer.


If you've followed the Level1 tutorial and this step by step and correctly, there should not be any parting lines at the neck.

If you still cannot get rid of the partting lines, please go back to the tutorial again, there must be something you've missed. I've made quite a number of head meshes, and while coming up with this tutorial, I screen shot every steps I've always done and so if it works for me it should for you.

A lot of content of this tutorial I learned from the IMVU's tutorial on Weighting a head, I've added some information which I wished were there when I started out to follow that tutorial.

Happy Developing.
Written by :
Grimnirm
 
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