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Markuss
08-05-2002, 08:38 AM
I've created this character in Max 4.2 and set him up with bones and skin etc. Then I animated him...
animation_5.avi (DIVX) (http://home.tiscali.no/markuss/artwork/3D/animation_5.avi)

...but later I regretted not putting bones in his fingers so I could animate them too. Then I encountered a problem. When I linked/enveloped the vertexes in the fingers to the new bones they would move completely out of place, like about 50 units down. Does anyone know what the reason for this could be?

See the screenshot:

http://home.tiscali.no/markuss/skinning_bug.gif

Dominique
08-05-2002, 03:20 PM
:drool: Yep, these bugs should be corrected in MAX5, they know there are a lot of problems in 4 with 'SKIN',

the problem is that you should ad bones on their reference frame, doc Volume1 Page 439, Advance Param settings,
but I'm not sure this works on individal bones or the whole hierarchy, (Always Deform and REF.Frame parameters)

if not: There's a very strange solution to your problem; (hope it works for your problem, test it out on a simple box first if you wish to),

1. déactivate your skin modifier, you'll see your skin jumping to its initial position leaving all bones etc behind
2. align point-helpers to the bones you need to ad to your skin (this to get those bones back on place afterwards)
3. move the bones you want to ad to their place in your model, this might be tricky if you used skeletons,
4. réactivate skin, your skin jumps back to his animated pose leaving the fingers-bones (or whatever object you wanted to add to your skin) miles away.
5. add the bones to the skin-modifier
6. align the bones back to their initial position (that's why we put up those dummys etc.)
7. delete the dummys and all shouldwork fine now

know this sounds crazy, Max is a great funny package, but sometimes I really need that big PunchingBall to get rid of my nerves,

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