![]() The motion of the vertex, and the vertex is said to be fully affected. When the weight is at 1, the bone completely controls When the weight is at 0, the vertex is unaffected by the bone. Each bone affects each vertex, using a weight fromĠ to 1. Software you use, but the underlying theory is the same for all packages. The method of accomplishing this depends on the ![]() When more than one bone affects a vertex, their influence must be weighted.Ī weighted deformation allows more than one bone to affect a given vertex. Thigh need to follow the thighbone, for example, while both the upper and lower leg will affect the vertices around the knee. When a bone moves, the vertices follow and maintain their relative distance to the bone. Each vertex in the character’s mesh is assigned to follow one The goal of any mesh deformation utility is to move vertices. ![]() The skin of the character deforms to match. Using a technique called mesh deformation, also known as “skinning” or “binding,” which uses the position of the bones to determine the shape of the mesh. As long as the bones are weighted 100% to one piece, that piece will move rigidly.Once you’ve built the skeleton and fitted it to a mesh, you can use it to deform the skin of your character. You could probably draw new faces to cover up the openings and still have a single mesh. ![]() You could also have a single mesh and merely delete the triangles, but this might leave openings in the mesh which is generally frowned upon. So there are no triangles to deform because there are no shared triangles. The bones/armature become the transforms.Īnyway, at that point you no longer have any connection between the two pieces. Likewise, the transforms of each mesh will be unused. For this, you don't need the parent-child relationship because the armature will hold the model together when its skinned and rigged. In rigid animation, there's no armature but rather a parent-child relationship between meshes. The difference here is that I would use bones. In that case, I might do something similar to rigid animation where I made each part a completely separate mesh. Or if the two vertices are close enough together it may be difficult to even see that a miniscule triangle is deforming. You could either put it in a spot where its hidden and not seen, or separate the two vertices. Now to complicate this, if there is a shared triangle or face between two vertices in separate body parts the triangle or face is going to deform when the two vertices move away from one another. If you set it to one bone for the weighting it will follow that bone very rigidly. A big part of skinning is assigning multiple bones to a vertex and then weighting the percentage of influence of each bone. As long as each vertex is 100% assigned (weighted) to ONE bone it is not going to stretch. You could model a robot as a single mesh with skinned animation. I think the difference is in how you skin it, not in what type of animation to use. What you want is probably skinned animation. Generally the animation is done through code. I haven't tried to use such a model in blender but I've animated such models in other environments such as XNA. I mean you can, but if you create an object mesh in blender and then create sub objects and "parent" them to the main object, because they are separate objects - they each will have their own transform even though no bones or armature has been created. Rigid animation (as I suppose opposed to rigid skinning) "generally" doesn't use bones/armatures.
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