The different colours represent the amount of weight on the mesh that applies to the bone. So the red is at 100%, yellow is 75%, and the green is just 50% and blue is 0%. You want to vary the amount of weight on the body that way it moves like a real body would. that was the whole point of modeling the character anatomically correct to the muscles in a human body. to assign weight, you must go into edit mode on the mesh with the armature in pose mode. Then select a bone, then select the vertices you want to be affected by the armature, then enter how much weight you want there to be, and then click assign and voila, you have made weight and the body part will now move.
I did it completely on the head, but not all over the arm so this next screenshot is of the head in a different position than normal.
I also just made it so I can't see the subdivision surface modifier for now that way it doesn't lag when i navigate the 3D viewport.
Tomorrow, I will continue working on the weight painting of the character. Once I am done that, I can move onto animating.
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