Rigging, skinning : correlation between joints, polycount, DOF, and skinweight


#1

So, it’s been a mystery to me of getting the right skin weighting. Other than painting it all out againthan again.

Can someone help me understand how to maximize skin weighting, by using calculative method
considering the polycount, the Degree of movement, the size of influence, and maybe the distance between spacing?

I’m trying to rig several mobile designed 1000-2000 tris, and i need a uniformal solution across the rig.


#2

don’t know exactly what you want, sounds like you are looking for a one-click solution, which sadly doesn’t exist as skinning will always need manual work, but if you don’t like the weight painting and you are using Maya you could try and use these tools created for skinning: