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my GIgi
08-17-2004, 07:49 AM
http://www.chinavfx.net/bbs/attachments/200408/17101201-1.jpg


Skinned by Wrap. And I have finished proceeded the weight. I felt happy when I came up with this step.:-)

mimo8
08-17-2004, 11:53 AM
we are happy when you are happy

:p

my GIgi
08-18-2004, 03:55 AM
http://www.chinavfx.net/bbs/attachments/200408/17101611-2.jpg

But when I hide the low-poly and show the high-poly, the foot turned to this stuff.:-(
What's wrong with it?

my GIgi
08-18-2004, 03:58 AM
http://www.chinavfx.net/bbs/attachments/200408/17123631-3.jpg

Is it because there are too few faces on the heel of the foot in low-poly?
But it's ok when I was setting up the wrap.
I have actually controled all the vertexes on high-poly.:-(

Who can help me?

my GIgi
08-20-2004, 12:35 PM
help me!!!!!:sad: :sad: :sad:

TechnicallyArtistic
08-21-2004, 12:30 AM
I havn't had that perticular problem before, but I've seen similar results when I have more that one object having influence over a shape. Like a jonit and cluster controling the same vertex, and when i move the rig, the vertex moves 100% from the joint and 100% from the cluster, and thus moves twice as far as the actual rig.

Does it look fine when the foot is still in it's nutral position and freak out only when you mvoe it? Or does it start out all jacked up?

Also, you said you were hidding the low pol geometry and shwoing the high. Is it subDs? or are you smoothing the model, or do you have two models?

my GIgi
08-23-2004, 05:16 AM
Does it look fine when the foot is still in it's nutral position and freak out only when you mvoe it? Or does it start out all jacked up?

It looks fine when it's in natural position. But when I move it, it becomes unsatisfying.


Also, you said you were hidding the low pol geometry and shwoing the high. Is it subDs? or are you smoothing the model, or do you have two models?

I's a smoothing one.

Thx for your help.:thumbsup:

TechnicallyArtistic
08-23-2004, 06:59 PM
Hmmm... well, that sounds like a Weighting issue then. That the hi poly geometry isn't reciving over the same weighting map from the low poly geometry in some way. I had trouble before smoothing a polygon skin and if nothing else it ran two to three times slower than it should have after that. I think that it may be somethnig to do with Maya trying to do the math for the new verts every frame.

I recomend trying a smooth proxy on the model. (I think it's under Polygons> Smooth Proxy) That was your smoothed version is like an instance of your low poly model kinda. I don't think the low poly version renders either, but you can still work with the low poly. If that doesn't do anything for you, you might be able to convert it to SubDs, but try smooth proxy first, just because polygons run faster that subds in Maya.

my GIgi
08-24-2004, 08:53 AM
I donot want to use smooth proxy because the head and the body was integrated together and I want to make some expression animation. So I chose to use a low poly to control the hi poly on the separated head and body. And at last blend the low poly head. So I would rather use wrap than smooth proxy.

For such a model like this with the head and body integrated, is there any good method for expression animation? Up till now, I only know the method of wrap.:sad:

BTW, can u leave a mail address for me so that I can send you my document?
Thx for ur help.:thumbsup:

TechnicallyArtistic
08-24-2004, 10:26 AM
Are you going for video game type animation or film short type animation?

If you're going for video game, you could always use a jonit rig, as well as clusters and or influence objects, rather than blend shapes. Theres a tutorial here on a jonit based facial rig: http://www.cane-toad.com/tuteRig_Facial.htm

Another random thought. It's kinda out there, but it may just be the smooth type. If you go to the polygon smooth options, there's two types of smoothing. Linear and Exponetial. Maybe try switching the smooth type and see how it works. I've had issues with using the linear smooth on imported models from other programs.

Also, did you delete the history on the model before skinning it? That might have something to do with it too, if there was some old construction history conflicting with the skinweighting.

My e-mail adrress is evil_the_cat@earthlink.net. If you send any files, please zip them first.

my GIgi
08-25-2004, 06:42 AM
:sad:
I am just making a personal short animation. And I have not tried the joint method you have told me. BUt I guess it should be pretty good, although the adjustment would be a little bit tough. So most of the expression animation I have seen are finished by Blend+Cluster.

My smooth type is Exponetial. And I have deleted the history before skinning.
:sad:

TechnicallyArtistic
08-25-2004, 09:22 PM
So I looked at the rig, and i'm still not quite sure how you've set this up.

First off these some issues with the rig itself. You're LRAs arn't set up on some of teh jonits. A couple of them x isn't pointing to it's child and the rest of them, some of them y is up and z is to teh side and otehrs z is up and y is to the side. Also, a number of them have rotations on them that need to be frozen off so that the attributes are clean again.

You're using the low poly to control the high poly? How exactly did you go about skinning this thing, step by step? When I try to move the high poly skin, it becomes extreamly computational heavy, so something screwys going on in there. You didn't duplicate your low poly geometry, combine and weld it together and smooth it did you? Stuff like that can really slow down maya because it's taking the old skinning information and adding on all the changes you made every time you move it then.
Was there a particular reason you left your low poly body in parts rather than welding them all together in the first place? Where ever you have two peices meeting up you have twice as many verts.

You might be better off just skin weighting the character to the joints rather than the wrap.

my GIgi
08-26-2004, 05:22 AM
You're LRAs arn't set up on some of teh jonits
I have checked my rig and do find some stuff as you have said.
Do you think the pointing problem will influence the final animation?


You didn't duplicate your low poly geometry, combine and weld it together and smooth it did you?

I first duplicate the low-poly model, smooth it ,delete the history, separate the parts of the low-poly model, and finally do the wrap action. Then I start to skin on the low-poly model.

So is my procedure going the right way?

You might be better off just skin weighting the character to the joints rather than the wrap.
I cannot qutie understand what you mean by "to the joints rather than the wrap ".

I have just followed the GNOMON's tutorial dvd of Skinning 1, Smooth Binding with Wrap Deformers. Have you ever wathced it before? Did I do anything wrong in the procedure.

Thx again for your help.:shrug:

TechnicallyArtistic
08-26-2004, 10:21 AM
The orientation of the LRAs won't affect the look of the animation so much as the ease of animating the character. Haviging them oriented simply keeps things constant all over the rig so that positive y rotates up negitive y rotates down, Z is always side to side, etc. Also if you were to rotate both sides at the same time, they'd both go in our out rather than both to the left or both to the right.

I must admit my experience with wrap deformers is limited. I've really only used them on the low poly geometry and had the joints as the influence object. I've never used a skin to drive another skin before though.

The way i usualy go about it is select all the joints I want to use as skiining joints, select the skin then go to Skin > Bind Skin> Smooth Bind (menu). Set the options for Bind to: Selected Joints. Bind method: closest joint. Max influences: 2. Dropoff rate 4.

The go to Skin > Edit smooth Skin, Paint skin Weights tool (menu), set my paint brush then paint my skin weights.

That's always served me pretty well. I'll just wieght the three versions of my model. Well, I just parent the proxy model to the rig, and paint skin weights for the medium and high res skin. I was having trouble doing this on your rig though, and I'm not certain why. I think it may be because the rig has a skin on it already and isn't in it's bind pose, or it may be that all the rotations arn't clean. It's always kinda hard to tell with soemthing you're unfamilar with how it was constructed.

If i delete history on the whole scene it seems to kin fine. But that does kill all your old skinning history.

Thats my best advice anyway. Anybody know anythnig more about wrap deformers to make it work right?

my GIgi
08-30-2004, 08:52 AM
Anyway, Thx for your constant eye on my post.
I will try all the advice you have mentioned.

Thanks!:thumbsup:

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