A posed skeleton on which my new pymel script has run and generated a renderable sphere-and-cone based skeleton!
On the right is what the skeleton looks like with the script I posted in this journal, using simple lambert shaders. On the left is a bit of a special version for that I'm keeping for my own personal use :) That version generates shaders that are the same kind that I use for my wireframe meshes.
On the right is what the skeleton looks like with the script I posted in this journal, using simple lambert shaders. On the left is a bit of a special version for that I'm keeping for my own personal use :) That version generates shaders that are the same kind that I use for my wireframe meshes.
Category Scraps / Miscellaneous
Species Unspecified / Any
Size 1280 x 1280px
File Size 1.15 MB
Listed in Folders
Weighted bones? Not sure what you mean exactly. Just to clarify, the sphere and cone skeleton I create with the script is purely a representation of the actual skeletal joints done with polygons to allow me to render it.
The only real take away here (aside from demonstrating the script I posted in my journal) is that I now have the means to actually render my skeleton, instead of taking screenshots and photoshopping the skeleton out of it for my scraps (as I was forced to in earlier scraps) which was generally either really ugly with grey jaggies all around, or really hard to see due to techniques used to clean it up. I'm not actually changing the joint hierarchy or anything like that.
If you referring to the colorization of the 'bones' rendered, that's just because I pulled the color of the actual joints as they are displayed in the viewport. In Maya, when you bind your skin, you have the option to colorize the skeleton. All it does is ensure bones on the same "level" share the same color in the viewport, which makes it easier to view. It doesn't actually represent any sort of weight on the bone or skin. For my purposes, I wanted to differentiate the sphere & cone bones in a similar fashion. The difference between the two skeletons pictured is merely the choice of shader applied to the spheres and cones.
The only real take away here (aside from demonstrating the script I posted in my journal) is that I now have the means to actually render my skeleton, instead of taking screenshots and photoshopping the skeleton out of it for my scraps (as I was forced to in earlier scraps) which was generally either really ugly with grey jaggies all around, or really hard to see due to techniques used to clean it up. I'm not actually changing the joint hierarchy or anything like that.
If you referring to the colorization of the 'bones' rendered, that's just because I pulled the color of the actual joints as they are displayed in the viewport. In Maya, when you bind your skin, you have the option to colorize the skeleton. All it does is ensure bones on the same "level" share the same color in the viewport, which makes it easier to view. It doesn't actually represent any sort of weight on the bone or skin. For my purposes, I wanted to differentiate the sphere & cone bones in a similar fashion. The difference between the two skeletons pictured is merely the choice of shader applied to the spheres and cones.
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