View Full Version : Weight problems (or user error?)
Geta-Ve 12-04-2004, 12:58 AM Hey there, this is admititly my first c4d rig (or real attempt) and ive run into a problem I cant seem to fix no matter what I do.. check out these pics.
http://www.geta-ve.com/images/neck.jpghttp://www.geta-ve.com/images/neck2.jpghttp://www.geta-ve.com/images/neck3.jpg
OK, so the problem as you see is with the one loop in the neck... as you can see there are cleary weight maps attached to those verts, so clearly it shoudl travel with the rest of the verts..
Ive tried playing around witht he funtion settings and the strength settings, but nothing works.. (or at least nothing i know to try)
Here is the scene file for you to view yourself... Scene File (http://www.geta-ve.com/images/noochy_26_rig5.c4d)
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AdamT
12-04-2004, 05:24 AM
Looks like you don't have the head bone restricted to the neck or spine2, even though the vmaps cover verts in those regions. You also have absolute vmaps set for neck.
Geta-Ve
12-04-2004, 09:46 AM
hmm I am not sure I understand what you mean? retrict the head bone to the other bones?
I also turned off absolute vmaps for the neck...
Thanks for your help though :)
EDIT: taking a "risk" i went and shoved the actual neck bone into the head bones restriction tag and that fixed the problem... I had no clue you could do that..... wow that will solve alot of other problems I was having with previous leg rigs..
Thank you :) and if thats not what you meant then please explain. (either way its fixed :p)
EDIT2: actually no that didn't work, it was just that i had my vmaps named same thing as my bones, changed them all to a v preffix and then found out that i did have to have the neck map in the head bone restriction tag... hmmm
AdamT
12-04-2004, 01:49 PM
It is a bit confusing, which is why I only use absolute vertex maps now. It takes longer to set up but it gives you much better control and predictability.
Geta-Ve
12-04-2004, 05:11 PM
what are absolute vertex maps? i was assuming that it meant that it effects EXACTLY what your vmaps are painted.. sorta like how maya works.. or is there a different way to do them?
AdamT
12-04-2004, 09:00 PM
Yes, that's what it means.
Geta-Ve
12-06-2004, 06:43 PM
Hey there, Im having more problems similar to the one before, ive tried the same thing that fixed it last time but it hasnt worked, Im getting pretty frustrated because I know this is probably a problem on my side.. Thanks for any help you can give, ive included the c4d file for you to have a look
- basically just select the spine1 bone and rotate in any direction, look a few loops up and you will see that it isnt following the rest of the body very nicely like it should.
thanks for any help :)
Noochy Rig File (http://www.geta-ve.com/images/noochy_26_rig8.c4d)
AdamT
12-06-2004, 10:47 PM
Two things: 1) you want to add Spine2 to the neck restriction tage, and 2) you have to reduce the strength of the two bones that you presently have set at 500%.
Geta-Ve
12-07-2004, 12:09 AM
hey, i know your probably already annoyed a bunch at me, but seeing as your the only one willing to help :p I was wondering if you could explain how I will know for next time which maps to place in the restriction tags? like for the starters i have just been placing "map A" into "restriction tag A" and such.. other than that, how will i know which to place where?
thanks man you have been a great help
AdamT
12-07-2004, 12:23 AM
I think it comes down to this: if Bone A is influencing vmap A and *any* of the verts in vmap A are also included in vmap B, then Bone A's restriction tag has to include both vmaps A and B.
So, for example, if you have vmaps for Head, Neck, and Spine2, and neck Vmap shares verts with Head and it shares verts with Spine2, then the neck bone's restriction tag has to include Head, Neck, and Spine2 vmaps.
Geta-Ve
12-07-2004, 12:55 AM
ohhhh.. i see i see.. ok ya, that makes alot of sense :p
a question, for my eyes I have set up a light for each eye, also the material im using for the eye is all black with red specular. now what I want is the right eye to only be affected by lightA and the left eye to only be affected by lightB, i also dont want lights A and B to affect anything other than the eye that they should.. how can I set this up?
I was trying to work with the include/exclude options in the lights but they dont seem to work like they are suppose to. for lightA i put Include right eye, and for lightB i put Include left eye, then for the scene light I put Exclude right eye and left eye..
now correct me if im wrong but is that not correct? i would have thought that exclude would naturally me DONT INCLUDE such and such objects.. and include would be exactly what it sounds like...
however i tried this and it doesnt work....
is there something im missing? like i know in maya you had to turn on "obey light linking" sometimes to get a specific setup of lights to work ...
Thanks for the help man, you seriously have been really great
AdamT
12-07-2004, 04:36 AM
Glad to help. :)
From your description it sounds like the light setup should work. The only thing I can think of is that you might be using a third party shader--like Darktree Simbiont? Some older shaders don't respect light exclusion.
Geta-Ve
12-07-2004, 05:33 AM
Nope, no 3rd party anythings.. all is straight out of c4d... Im almost sure im doing something wrong, because like you said, it should work. but ive played around with exclusion and inclusion before and they never seemed to work like they should.. :/
heres the scene file for you to have a look at (about 900kb) sorry for the mess of the scene. the two lights for the eyes are grouped under the head bone i believe..
rig light setup (http://www.geta-ve.com/images/noochy_26_rig8_pose.c4d)
Thanks again :)
AdamT
12-07-2004, 02:12 PM
Okay, I see what's going on. Since the eyes are being subdivided by the topmost HN in the heirarchy, you would also have to include that object in the lights (being generators, HNs create new objects). The workaround is to take the eyes outside of the body object. Place the body inside a HN and place it and the skeleton heirarchy under a null and you should be good to go.
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