August 2001

Chicken Head Setup by Kris Kapp -- page 4
(Your first dance with the chicken? Get caught up with the first chicken scratch here)

Continued from page 3

I added some detail to the top of the beak, just a couple of ripples to add character. I plan on converting the whole beak to Sub-Ds to make it smooth. I didn’t follow any particular order when making the UVs for the beak. I selected faces that lined up and made projections for those pieces. Then I scaled, rotated, and sewed up the individual UVs as needed. Some parts aren’t continuous, but in the case of the inside of the beak, it didn’t really matter.


UV map of whole beak.

Now I have a poly head and beak. With more tools becoming available for SubDs, I am finding less and less reasons for using nurbs. They do have their advantages but for complex branching, surfaces, polys are becoming more attractive. If you only have Maya complete, Dirk Bialluch has created a connect poly script that works much like the subdivision surface tool. I think you can get it at highend3d.com. I haven’t used it yet, it’s something that I need to check out.


Poly head and beak.

Joints for the Head:

The skeleton structure for the head is pretty basic. I added a few extra joints for attaching the beak and also where the head connects with the body. Basically, its the NeckBaseJT, NeckTwistJT, SkullBaseJT, SkullJT, and SkullEndJT. These aren’t the most original names but it was pretty late when I was doing this step.


Layout of head joints

One thing you might notice is that I don’t have the beak or joints for the beak in the graphic, above. I am going to skin the beak separately and later parent the joints for the beak to the skull. The main problem with doing it that way is getting back to the bind pose. It’s not that big a deal but if you are not aware of the problem then it can be a pain. The skeleton has to be in the bind pose position if you want to add influence objects to the skin. I am going to use a curve to deform the eyebrows and another for the eyelid, and I am going to add the curve as an influence object for the beak so the skeleton has to be in the bind pose to do this. But I am getting a little ahead of my self, so first we need to smooth skin the head to the skeleton. I like to use only 2 or 3 max influences when I smooth bind the mesh to the skeleton. For the head I only used 2 influences. Once the head is bound, we need to adjust the weights using the paint weight tool. Open the tool and select the SkullEndJT and flood it with a value of 0. Then toggle the hold weight option on that joint. Next select the NeckBaseJT set the value to 1 and paint around the bottom of the neck. What you want is for the bottom of the next to not be influenced by other joints so it stays stationary when the neck twists.


Painted weight values for the NeckBaseJT

 

<<<Back  --  Continued >>>

 

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal