Am I doing it right? D:
By -WildBill- 3 years agoWell, I'm working on a rig right now and I'm now physiquing the parts of the hand to their respective bones, but the problem is that the wrist doesn't take too kindly to rigid verts due to the high poly count (see pic, you'll see what i'm talking about). The only solution is to use deformable verts, and I know they work in the Source engine, but to do it right it involves vertex weights and stuff I'm not too familiar with.

Google wasn't much help in finding out how to set up vertex weights. I found one site that said you could do it from the Physique modifier (which is what I tried at first) but it didn't say what options you use and how to do it. It said you could alternatively do it with the Skin modifier, but again it didn't say how you actually do it from there lol.

So I applied the Skin modifier to the whole arm mesh and fiddled with a lot of the settings and while I think I'm getting closer to making it do exactly what I want, this was the best I could muster for right now:

So my question is simple: am I doing it right? All I need are tips or pointers or a short explanation of how to work the Skin Physique modifier, or what the best way to do vertex weighting is. I'm still doing some research to find out how to use the Skin Morph and Skin Wrap modifiers too, since I think that's how you get the most control with this thing, but if you've got info on those too then lemme know. If you can help me out here then you'll earn yourself some , or if you can link me anything that helps me out then you'll get a few also. The more helpful you are, the more points you will get! You could earn up to 300 points depending on how helpful you are! :D
Thanks in advance if anyone can help me out here!




