Rigging, Continued…
Now with our armatures in place, its time to weight paint my character! For the most part, I made heavy use of blenders Automatic Weights function when you go to parent a model to an armature, as it typically provides quite accurate and strong results. This was the case for my base mesh of my character, as it moved all the appropriate limbs very smoothly and in a way that fit its character.

However, the suction cups seemed to prove a bit challenging, considering each tentacles suction cups are in very close proximity so its quite easy for the weights to get confused. For refenence, I did not make use of automatic weights for the suction cups, I used Weight Transfer as that typically is more accurate and if there are any issues, the weights are easy to correct. I will provide the thread that I used to learn this process, as it may be useful if you are ever rigging! (Check the comments)
For now, take enjoyment in what I ended up having to fix, as it took a sec to try and manage all the suction cups in their places, as well as the fact that sometimes I would just have a specfic vertice or two that decided that they didnt want to be weight painted.



On the bright side, the finished result looks great and functions amazingly! I was really happy that everything turned out so well for it. Honestly at this point if I had just designed the squid I would’ve run with it for the rest of the project. Aside from this it does has its suit that also needs to be weighted, and luckily it was a lot simpler.

Considering the robotic nature of the suit, it needs to be heavily weighted to react to the bones, meaning no geometry deforming, so all red based on its bone. I made sure to specifically create bones for each panel or part of the suit, so that I could have full exact control of each component of the suit without any issue.


This same structure was applied to each and every bone/component of the suit and proved to work quite well, as the HipControllerBones (the Middle Ones) did a great job of splitting the suit into 2 as a lot of the bones are parented by offset to those central bones. Having the squid show in there also shows that its a seperate rig, otherwise the squid would also be a dark blue like the suit is, but its just displaying face orientation in a light blue.

I also weight painted the small armbands that go around my characters arm tentacles, it was also quite an easy process as I just had to transfer weights from the main body over, and make some small adjustments as it was using too many vertex groups/bones to rig when it wasn’t necessarily needed. Same case with extra bolts I added for detail purposes, except those were all red to be mounted to the exact part of the suit they were placed at.


But for now! Everything is properly rigged and working nicely! So I can now move onto two of the most significant parts of this project, texturing and animation! See you in week 9 for texturing!