Rigging Stage - Accessories
Accessory Skin - Accessories for the Torso
(Bracelets, necklaces, nails, backpacks, etc.)
1. Prepare for the Modeling (Mesh)
Prepare the model for skinning by merging it into the Avatar Rigging file.
2. On the Modifier panel, apply the Skinwrap feature to the top model you intend to skin.
In the Skinwrap option, set the target to the mesh corresponding to the location of the accessory you wish to work with.
For example, Body001 (limbs) is for bracelets, and Body001F or Body001M (torso) is for necklaces.
Set the Deformation Engine option to Face Deformation.
Adjust the Falloff value to a number between 1.0 and 9.0, ensuring it aligns well with the skin values. (This can be conveniently accomplished by adding a dynamic key value on the avatar body bone.)
After adjusting the Skinwrap option, while the avatar's pose remains unchanged (typically frame 0 = the first frame on the timeline below), utilize the Convert To Skin option to change the Skinwrap Modifier state to the Skin Modifier state.
3. Modify and Finalize Skin
In the Skin Modifier option, adjust the Bone Affect Limit value to 4 (default is 20), set the Remove Zero Limit number to 0.01, and then click the Remove Zero Weight button to tidy up the weight values. Next, click the Edit Envelopes button to activate them and adjust the skin values for parts lacking weight or not properly attached.
Accessory Skin - Masks and Earrings
1. Prepare for the Modeling (Mesh)
Prepare the model for skinning by merging it into the Avatar Rigging file.
2. On the Modifier panel, apply the Skin feature to the hair model you want to skin.
Alternatively, you can work with skins by applying the Skin feature directly without utilizing the Skinwrap feature. For earrings, typically only one or two specific bones are involved, so you can work directly with the Skin feature.
Select the Skin feature from the Modifier panel to apply the skin to the hair mesh.
Click the Add button in the Bones section to choose the bones that will be incorporated into the earring and mask meshes.
The earring mesh utilizes six bones, three on the left and three on the right, depending on the earring's position. Only assign and utilize the bones corresponding to their respective positions. C_AccEar001_L, C_AccEar002_L, C_AccEar003_L
C_AccEar001_R, C_AccEar002_R, C_AccEar003_R
The bones to include in the mask mesh are the seven bones around the jaw and mouth of the face.
C_Mask_Cheek_L, C_Mask_Cheek_R
C_Mask_Jaw, C_Mask_Jaw_L, C_Mask_Jaw_R
C_Mask_Mouth, C_Mask_Nose
3. Modify and Finalize Skin
In the Skin Modifier option, adjust the Bone Affect Limit value to 4 (default is 20), set the Remove Zero Limit number to 0.01, and then click the Remove Zero Weight button to tidy up the weight values. Next, click the Edit Envelopes button to activate them and adjust the skin values for parts lacking weight or not properly attached.
Last updated