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fnselmi
08-27-2002, 04:04 PM
Dear All

Im having a great problem with bones in Max 5. Do you know how you are meant to keep a default position when skinning a character ie if you have already skinned it and then you access vertex sub object mode the character goes back to its default position without the bones in it. Well I have lost that position. Is there any way to reset its position so that it does not go back to the default, as I am trying to add an extra bone in its jaw and when I select the verticies that it should affect they fly away to where the model was originally without the skin modifier.
I hope Im making my self clear

Thanx

LFShade
08-27-2002, 04:37 PM
You should set your character up so that the skin pose of your bones fits into the default (pre-deformation) shape of your mesh. Then you will avoid this problem.

Eudaimic
11-22-2002, 12:28 PM
Do you do this by going into skin pose mode and then moving all the bones around until you have your default pose, or what...?

spacefrog
11-23-2002, 08:20 AM
Look for the "Always Deform" Checkbox in the "Advanced Params" Rollout of the Skin-Modifier.
If you uncheck it, you can move the bones without effecting the Vertices

yoni-cohen
11-23-2002, 10:53 AM
you can set a skin pose and start animating so if you find deformation errors you can switch back to it and correct it..

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