View Full Version : Mirror Weights not functioning
Jhonus 06-11-2002, 12:24 PM Has anyone ever got the mirror weights command to work? Is there some secret condition for it to function properly?
If my character is facing +Z and Y is up, then the plane by which I would mirror would be YZ from +X to -X right?
I'm not really too excited about painting weights on all the fingers and shoulders again :insane:
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svenip
06-11-2002, 12:30 PM
the mirror with this option should work, and at least for me it always has worked out correctly (ony problems are at the seem, but easily solved).
while you're painting it's sometimes and in some parts of the body (especially fingers and shoulder) better to switch of the normalization and lock the weights you've apinted so far.
a good way is to paint from the outside to the inside. so start with the fingers, lock their weights, paint further with the palm, lock the weights, further painting the elbwo, lock the weights and so on and on. with legs the same. and as i said sometimes in very complicated regions (between the fingers) it's sometimes better to go by the component editor adn switch of normalization. but be aware that you have at the end a summary of 1 for the vertex and his related weights.
what happens then you mirror ???
Jhonus
06-11-2002, 01:09 PM
I'll show you whats happening with a cheap beauty picture (before and after)
I've been exclusively using the component editor with two joint influences.
the model is symmetrical. The only thing i can see wrong is that the IK seems to be behaving differently on the left side. But that won't be affecting the mirroring or weighting.
svenip
06-11-2002, 01:17 PM
looks much better then before :) no, just a joke
as i can see he's really standing on the axis right ?? did you checked the weightmap ???
it looks like he is posing differently on the two sides. this really causes errors for the mirroring. i can't see that right, maybe i'm wrong with that
Jhonus
06-11-2002, 01:22 PM
Yep, he's definately bang on the Z axis.... I better check if he's bang on the X axis. I'll check the weight map too.
I did the mirroring at bind pose where his pose is the same on both sides. I'm not sure why the pose is different when i move the arms. I think its something to do with the settings on the pole vector on the right hand shoulder.
svenip
06-11-2002, 01:29 PM
that's all that comes to my mind right now to check :( if nothing works you could do it the hard russian way and copy the weightmaps in photoshop. simply export them and mirror in PS and reimport.
hope you have luck with the tool :thumbsup:
Jhonus
06-11-2002, 01:36 PM
thats weird, the weight maps have been mirrored perfectly in Maya.
I'm stumped. I think i'll sleep on it
svenip
06-11-2002, 01:41 PM
are the uv's exactly the same ????
Jhonus
06-11-2002, 10:18 PM
Changing the UV's doesn't make a diff.
After mirroring, changing the weights has no effect on the model either.
Anyway, I'll just have to paint manually. :thumbsup:
Thanks for your help anyhoo.
svenip
06-12-2002, 08:00 AM
hope that at least the tips for painting will get you further with the paint weights and that stuff :thumbsup:
Jhonus
06-18-2002, 08:54 AM
Located the source of the problem, so just thought i would spread the knowledge. ;)
Selected the characters skin, open attribute editor. Selected the history nodes and deleted them manually (a few deleteComponent and mergeVertice nodes were removed).
Problem solved, mirroring weights now works.
(I tried the script from Highend that does this automatically but it didn't work at all)
svenip
06-19-2002, 06:21 AM
good to see that you solved the problem :thumbsup:
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