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nirishere
08-16-2002, 05:50 PM
When I create bones for a model,
sometimes the bones move parts of the model they are not supposed to.
For example, if a figure is standing with the arms by the sides of the body, when the arm will move, the heap will be pulled too.

Playing around with the envelopes is just a cylidrical way of limiting the bone, but what happens when it comes to more complex models ?

How can I specify for the bone EXACTLY which part of the model to move and which not to move ?

Thanx !

Fozzie
08-16-2002, 07:36 PM
When I use the skin modifier I tend to setup the evelopes for a good approximate fit (ie. it doesn't need to cover everything that it is supposed to) and then I use the "paint vertex weight" option to fix up and perfect the influence of a given bone on my shape.

You will probably need to do the same thing so that your bone influence across your model is deforms correctly.

Foz

PokeChop
08-17-2002, 05:52 AM
After you have everything setup, then go to edit envelope sublevel and go to the FILTERS area and place a checkmark next to vertices. Then you can select the vertices to exclude or include from a bones influence.

nirishere
08-20-2002, 06:20 AM
Hey, thanx !
That was very helpful !

PokeChop
08-20-2002, 01:42 PM
No problema nirishere. I too struggle with the bones/skin features of Max and finally kinda, let me repeat, "kinda" got it figured out. Did I mention kinda.

After using 3ds Max for so many years I feel just when you think you have it all figured out, something will pop up that makes you scratch your head and say what I am not doin' here to make this just freakin work, arrggggg!

Glad that helped though! Skin on!

nirishere
08-20-2002, 04:32 PM
Yeah, I am basically a software eng. and I know exactly what you're talking about.
And now on to some UV unwrapping and texturing.
Hey, I read Leigh's tut's about UV mapping, she is good !
Thanx pokechop you've been a great help !

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