Hi,
my name is demeter and in this video I would like to
give you an introduction on the weight painting also called skinning.
Another software the most common use for weight painting is to make characters
to form during animation and that's probably why you clicked in this video.
Some people also use the terms weight painting and rigging interchangeably.
But to me rigging means creating bones,
constraints and drivers to make a control rig, which is not the focus of this video.
Great painting usually happens after you already have a control rig but
technically nothing is stopping you from doing it the other way around.
So what is white painting?
Wait painting is the offering of british groups in a faster intuitive way.
So before we go any further than that, let's have a crash course of greatest groups.
Delete everything beside the default cube.
Then select the cube on the data panel in the property editor
and I can add a new votive group with this plus button
and I can double click on it to change the name.
Every much objective blender can have any number of protest groups
but as you can see their names have to be unique.
So to versus groups on the same object cannot have the same name.
If I switch to edit mode, do you have changes a bit
and now allows me to assign or remove weight values
if you open the ethanol
and go to item
Well you'll see nothing relevant because we haven't
assigned any verses to any groups yet.
So I'm going to select my Hello group and click assign still what I want
to show you is not here because we need to have an active vertex.
So I'm just going to select the vertex
And now you can see there is a vertex weights panel
and this shows the weights assigned to the active vertex.
So as you can see the hell over this group has a weight of 1.0.
Because of the terminology you might think of vertex group assignments as binary.
Either a vertex is in a group or it isn't but that's not the case.
Each vertex group can associate a value between zero and
one with any number of vortices on the mesh.
For example, if I were to select every vertex again
and set this weight value to 0.6
and then he designed
All of those vortices would have a rate of 0.6
and this would of course have a significance.
Once we start using vertex groups to deform our mesh.
So let's go ahead and do that.
Let's go back into object mode
and add an amateur with a single bomb. I will go and you put display in front
so you can see it through everything else.
And so in order to deform a mass using an armature,
you need to add an armature modifier
and then select the armature.
Now you notice of course that if you just select the armature and move it.
That's not going to move to cube.
And in fact even if you go into pose mode and
move the bone that's still not going to move to cube.
Unfortunately the armature modified country their minds so we need to make sure
that there is a clear association between the vertex groups in the bones.
This is done by ensuring that the bone name
and the vertex group name are an exact match.
So this default bone is of course it's called bone with a capital B.
Let's go and rename our
virgin group accordingly
bone.
And now if you move the bone in pose mode
it will move our cube.
Not though that if you move the armature an object
but it's still not going to move to cuba.
If you want to do that you would have to parent the cube to the armature.
Using control P.
Although doing this is not necessary, it is standard.
And you can even do these two things in one step that is
parenting the cube to the amateur and adding the armature by fire.
You can also undo that in one step.
So if I select the cube and I hit multi to clear parents
notice that it automatically removes the armature modified for me.
So now if I go and get that you've
selected shifts like the armature and press control P.
Again.
But this time I choose armature reform is going to parent the cube
to the armature object as well as add this modifying for me.
Now you might have noticed something unexpected when
I was moving this boy in pose mode
Which is that even though we assigned a weight of 0.6 this cube seems to be following
completely even though you probably expected it to
be following only 60% of this month's transformations.
This is because the armature modify or normalizes vertex weights that are used for
the deformation before applying said the formation to help me explain what I mean.
By normalization let's do a couple of things first.
Let's set another bone to this armature.
I will duplicate this one
and I'll call this
other
Then let's create a veterans group for it and assign a value of one
or
all work asses
as well as a sign of value of one for the original protest group.
So now just to double check
in this panel
For all purchases, both groups are assigned 1.0.
Now if we go back and try to move these bones imposed mode,
you see that each bone appears to be moving
the cube by about half of this transformation.
So if I was to move this bone by six units on the X axis,
it looks like the cube has moved three units.
Now. You might be catching on to what's going on here
Even though the weights of each bone is 1.0.
The armature modifier sees the normalized values.
That is as if each weight on each vertex was
divided by the sum of all weights on that vertex.
So in this case one plus one is two.
That's the sum of all weights on a given vertex.
So for both protest groups,
One gets divided by two and you're left with 0.5 meaning
each bone will deform the Cube by half of its movement.
Now,
if you think back to what happened earlier when we
had the first x rate of 0.6 and nothing else.
The sum of always was 0.6. So 0.6 was divided by 0.6 giving us one
And that's why the Cube followed the bone completely instead of only 60% of the way.
I hope this is at least starting to make sense because I think it is rather important.
Of course if you do a lot of maths in your daily life you might
be rolling your eyes by this point because this is very obvious to you.
But it's understandable to be confused because there's
a disconnect between the numbers that you see
here in the empanada versus the deformation that you see when you move the bones.
Also when you enter rate pain mode,
it commonly causes confusion that even though
bones influences red which represents the maximum,
the measures still not necessarily moving 1-1 with the bone, which is the case here.
The good news is that there are ways to avoid this confusion.
For starters there's normalize all operator
which lets you normalize reverting groups.
Make sure you don't mistake this for the normalized
operator which is a much more niche purpose.
So let's see what happens if you do normally is all.
Well that's probably not what you expected because one of the
ways just turned into one and the other turn into zero.
This is because of a rather unfortunate default parameter of this operator.
If you go in the operator settings you'll see that look active is enabled
which completely defeats our purpose. So I'll take that
and now we get the result that we expected
Two weights and 0.5 and 0.5 which matches the deformation
that you see when you move the bones in post.
The other important feature that lets us deal with this is all to normalize which
will normalize your rates every time you make a stroke while in weapon mode.
But let's not get ahead of ourselves. First off, how do we even enter with pay mode?
You can of course simply integrate paint mode from the object model of
them and you like I just did but I'm working with an armature,
you probably want to be able to select the bones which
would allow you to quickly switch between the relevant vertex groups.
But as you can see that's not working right now.
In fact I can't even so much as select the armature object.
There's two ways around this one is to go into
edit lock object modes and disabled this option which will
allow me to select the armature object that I can
go into pose mode and go back to my cube.
Alternatively if you don't want to do that the way you want
to integrate pay mode is that you first select the armature,
then you shift, select the cube and then you enter great pain mode.
And now you can select individual bones which will also
activate their corresponding critics groups as you can see here.
Although these two verses groups happen to be identical at the moment.
But before we start with painting I would like to apply a subdivision
modifier on the skills so we have some more purchases to play with.
So I'm going to go back to object model.
Press Control two on the Cube and then hit apply on this subdivision modifier.
Also note that
selecting bones will only work if this armature modifier is present.
If you remove it you won't be able to select bones no matter what you do.
So let's undo that at this point you can forget about
a lot of the guy that I've shown you so far.
You will no longer need to worry about the vertex face
panel nor the vertex group lists or adding vertex groups manually
and to show you why you don't need to worry about it.
Let's do it all the vertex groups and then go back to a pay mode.
Now just select one of your choice and left click anywhere on the mesh
as you can see the verses inside the brush
circle have all snapped over to this bone called bone
and its vertex group automatically created.
And if I try moving this bone all those viruses are going to move with it
and if I reset that bone to its original position
then our sphere looks like a sphere again.
And this is what I meant in the very beginning of the video when I said
the way painting is the offering of vertex groups in a fast and intuitive way.
Painting with broad strokes is a lot faster
and more intuitive compared to assigning weights manually,
vertex by vertex as you can probably tell the values
of the weights are represented by colors were bloomin zero,
red means one and there's shades of aqua green and yellow in between.
You can customize these colors under edit preferences, editing great pain,
use custom colors but I recommend you only do that if
you're color blind and for example have a hard time seeing
the difference between the yellow of 0.8 versus the red of
at 1.0 because then you're going to have a bad time.
But actually it turns out bender itself is quite colorblind.
What I mean by that is by default there is no distinction
between an assigned weight of zero versus no assigned weight at all,
which I think is a bad thing and I will explain why when I talk about all to normalize,
but to fix this,
go in the overlay settings and set the zero weights option too active.
This way, weights with the value of zero will still be blue,
but when vertex is not assigned to a group at all, it will be black.
There's no downside to turning this option on.
So please do it can save you a lot of headache. All right.
I think this is a good time to end the first video.
If a lot of the information here was new to you,
please take some time to play around with what you've learned so far and digest
all the weight meeting will never be the
most thrilling thing you can learn in blender.
This was definitely the boring theory part
in the next video, we will start by painting an actual character,
looking at the brushes settings and more
see you then.