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vg1
06-28-2002, 08:58 PM
I need Help Please!!! I am currently modelling characters and rigging them as well. My problem is that when I rotate joints along the spine, my character's torso deforms and collapses. I have tried using the paint brush weight tool but have not been successful. I think I am doing it wrong. Any suggestions? I would love to start animating them. Please Help....

Darrell Croswell
06-28-2002, 09:18 PM
redo the bind process. be sure to get your maximum influences and dropoff set to a perfect level...try it a few times to get the results you want...this way there will be less weighting.

also, when you use the paint weights tool make sure youe either use add or smooth...the other settings (replace etc.) dont work worth crap.
if this does not help please post of pic of the "crashing" character so i may see because i am pretty good at trouble shooting with weighting.

good luck

D

svenip
06-28-2002, 09:23 PM
smooth skinning is a fine methode, but only then you know how to handle :) so here's some help

first of paint the weights from outside to inside. means start by fingers go to the elbow and so on. also with the legs it's the same. the head should be the last one.

so start with the top joint in a finger, the one at the position at the first crease of your finger. rotate it and paint the weight only for that joint till you're satisfied.

note : there is no way to achieve a good solution just with skinning and weighting. you will need to setup some deformers too, to drive the skin.

after your happy with that joint, lock the weight for it. there is a button for that in the paint weights window. no go to the next joint and do it the same. a good point to see that just with skinning and weighting it#s not possible is here. the crease in real goes very deep if you bend your finger. this can't be really done just by weighting. this can be achieved by a combination of a cluster and set driven key. the cluster pushes the skin in the crease more if you bend it. also the skinn at the other side which is slideing over the bones/muscles can be done that way (no way just with weigthin). so do it for all fingers the same way. always take a look at the real life, your hand. then go to the legs and do it for them. if you have problems that if you paint for one joint weights and another one looses or gets some weights you dont want, take the component editor. you can switch off the weight normalization. this is responsible to hold the weights of the cv's and theri joints at "1". so you can switch it off. but be aware that you look at the weights and set them to result into 1. a good tip is also to use the mirror weights , so you don't need to do things twice.

the body paint from bottom to top. so from hip to neck. always use the lock weigths feature, this will prevent you from changing weights that you still painted and that were good for you.


if you need more help post an image.

vg1
06-28-2002, 09:30 PM
Thank you Darrell Croswell and svenip for your input.:thumbsup:

anthonymcgrath
07-26-2002, 01:33 PM
hey svenip. Just reading your tips on painting weights here. Why is it good practise to paint outside areas to inside? excuse my muppetry here, just never really thought about it that way. if you could explain why its best to do it this way, that'd be great.

ant
mm
uk

svenip
07-26-2002, 02:33 PM
to start at the ends is good, because at the ends you start only with one joint as influence object. so this is a simple start. then go to the next joint. there you have painted one side (the joint at the end of the chain) so you don't have to care about this end. just have to care about the other side. and so on and so on. it's just that you always only have to care about one side, because you still painted the other one. you can do it another way, this is just a suggestion and how i do it. but it works really fine for me.

at some point you will loose this advantage and you'll have to care about the two sides. but for the limbs (legs and arms) it's a good way.

i just learned it that way ;)

anthonymcgrath
07-26-2002, 03:16 PM
this is good stuff! cheers svenip.

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