Is there a standard way to handle twist joints?
I have been catching up with using the ART tools and I am new to painting skin weights. I noticed on the basic "dummy" character, the twist joints hold skin data for a single sphere object, hidden inside of the ball of the foot and nothing else. Is that the standard way to handle these sorts of joints? Or, should I be painting weights for the twist joints on to the portion of the mesh?
Sorry if those spheres are causing confusion. Basically, if you're not using your own mesh, it just creates spheres for any extra joints (you get the option when going to deformation phase to skin the mannequin. This is where that will happen). When you have a final model though, those spheres won't be there and you'll weight include them in your smooth bind.
here's a quick demo video showing how I go about weighing the arm: https://dl.dropboxusercontent.com/u/10939513/ArmSkinWeight_Demo.mov
answered Aug 14 '14 at 02:04 AM
Hello Jeremy is there any updates on the topic, any videotut on youtube about that twistjoint skinning topic?
answered Jun 25 '17 at 09:18 PM
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