Join George Maestri for an in-depth discussion in this video Skinning the head, part of 3ds Max: Character Rigging.
Now that we have the jaw bone in place and our skin modifier applied, it's time to refine the skinning of our character. Now, I just want to focus on the head geometry, so I am going to hide everything else that I don't want. So, I am going to select the body, the hair, the eyebrows, the eyes, and then just hide selection. So, all I want to do is just focus on that head. So, let's go ahead and set up an animation, so that we can see the deformation. So I'm going to select my head control, set a key for that, turn on autokey.
Let's go ahead and tilt the head forward and then I'm going to basically reset this, and tilt the head to the left and to the right. And then let's bring it back to center, here. So now we've got this kind of head going back and forth and then I also want to animate the jaw. So we're going to select that jaw, set a key for zero here at sixteen, open up. And then I'll just copy that key as well, so now, we've got the jaw opening and the head moving.
And you can see that, well, we really need to refine the deformations here. So I'm going to select my head here. Let's go ahead and start from the neck and work our way up, so I'm going to do edit envelopes. I am going to start with this neck base and that really locks in the base of the neck. So, we are going to select these vertices and just lock them in. So, we are going to select vertices, select these, here, loop it so I have everything, and then grow it a few, right about to there.
And then, I want that to have basically 100% affect on that. In fact, if we want we can use our Weight Tools, which will help a little bit. So now, at least the head is pretty much working here. Now the base of this neck here, right here, going to go ahead and select this loop here. I don't want this to be affected by the head at all. So I'm going to select the head here and zero it out and also want to head base to be off of that as well.
So I'm going to make sure that that has 0 as well. And I also don't want the jaw to affect it, so lets go ahead again, select these vertices here, loop and I don't want that jaw to effect it at all either. And actually I don't want the jaw to effect these, so go ahead and select these loops here. So I want to remove those from the jaw, zero. So now we're getting a little bit better but again here, the head is affecting this way too much. I actually want the neck to affect this a lot more.
So again, we're just fine tuning this deformation, starting to get it and now I'm getting this loop here, and again I'll put that on the neck at about .5 so now we've got better control. Okay, great. And also, this loop here, I don't want any of the jaw to affect it, so I want that to be zero. Okay, so that's looking pretty good. Now, the big thing here is to get that jaw working, so let's go towards the end of this animation where that jaw opens up.
Now there's a lot of stuff here on the jaw that, really, you don't want it to affect. So basically, the jaw is just going to affect from the mouth down. So if I go into a side view here, I can probably see this a little bit better, and I can actually select, using my lasso select here, everything I don't want to be in the jaw solution. So everything, above here, is basically going to be zeroed out.
So, I'm going to again select my jaw and make sure that that has a zero effect on that. So now, when the jaw opens it's not affecting the head at all and now we need to basically get that top lip off of the jaw. So, again, that can be a selection here, we're really just selecting. You can see all the way through the back of that mouth there. Let's try this one more time.
You going to start at the back of the mouth here, go all the way through and again zero those out so now, you see that the jaw is starting to affect this a little bit better but we can probably get a little bit more control in here. So these here along this edge. So, if I select these here, these are probably affected about 50%.
Now again, this is just a lot of trial and error. So, at this point, I am actually going to start working on one side and I can mirror it over to the other side. So for this, I am going to add in the jaw, maybe a .25%. Now let's see how that works, something like that. Yeah. And then just keep working on this, it's really just a very time consuming, tedious process, but it can be done. So, I'm going to go ahead and just continue to work on this and I would suggest you do the same and get the weighting exactly the way you want and then we'll come back and finish off the jaw.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls