Hi there
exile,
Good advice from
davdud and
Ensoniq5 Although it may all seem a bit confusing at first, you keep at it and things will come together.
(when weight painting, remember its the vertices that 'take' the weight, not the faces)
I would suggest using a reference image to model a hand, and make sure the fingers have a reasonable gap between them. The an8 hand tutorial uses 'box modelling', which is great.
Check some other 'box modelling a hand' tutorials online as well.
Heres one, and although it was written in blender, its just as do-able in anim8or.
Box modelling a hand:
http://blog.teamthinklabs.com/index.php/2012/04/03/box-modeling-for-total-n00bs/ The only thing i would change here is the amount of seams at the finger joints. As you reach a finger joint, give 2 extra 'short' extrusions before the next 'main' finger extrusion. This will give you 3 seams at each joint, rather than just 1.
The only real way to animate hands successfully is by using bones. 3 bones for each finger an 3 for the thumb. (although the first thumb bone is lodged 'in' the side of the hand)
Once you've got a hand model you're happy with, and a skeleton to fit it, then try skinning again. Take note of what Ensoniq5 said...
"One method is to start with influences, setting the influence ranges as accurately as possible, then switch to weight painting to make adjustments"
.
As you make progress with the skinning in figure mode, switch over to sequence mode and test each finger, then back to tweak in figure mode, then back to test in sequence mode... and so on, till you get the fingers animating well.
The
BONUS payoff you get when you're happy with the results is:
.
....a small library of hands that work well could be used with different characters.
You can do this by making sequences. Single frame 'pose' sequences and also multi frame actual sequences. (the rig must be the same rig, but a different character can be attached, as a new/seperate figure.)
nb: With 2 or more 'pose' sequences, added in scene mode, anim8or will make larger proper sequences by filling in the gaps.ie: frame 10 -> flat hand pose sequence, frame 15 -> closed hand pose sequence. When you play the animation, anim8or fills in frames between 10 and 15, and the open hand will close.
So rather than making a sequence of a hand closing, you can leave that movement up to anim8or.
Naturally, the same applies to any single pose sequences.
(actually, 'pose sequence' is not the best description. Its really just a pose, made in sequence mode.)
Questions welcome.