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View Full Version : Basic skin weighting problem with groin


telliott
03-02-2005, 06:56 PM
Hello all,

I'm having some trouble with the skin weights around the groin area of my model in Maya and I was hoping that someone here could give me some advice. This is amongst the first characters that I've ever modeled and rigged so I'm definately a struggling noob.

So the overall joint structure of my model looks like this...

http://www.toddelliott.com/vector/Joints.jpg


A close up of the joints that are concerned with lablels...

http://www.toddelliott.com/vector/JointsCU.jpg


Weighted skin with the models leg out to the side, everything seems ok...

http://www.toddelliott.com/vector/legLift_good.jpg


Ok, so here's my problem. When I grab the controler that rotates the joint "lower back 1", this is what happens...

http://www.toddelliott.com/vector/groinNorm_side.jpg

http://www.toddelliott.com/vector/groinProb_side.jpg


OK, so are you done laughing yet? Not exactly what I had in mind. I'm not really sure where these 'athletic supporter' points are supposed to be weighted. If I weight them to the joint "lower back 2" I get the same result because that joint is a child of "lower back 1." The only thing that makes sense to me is to wieght them to "upper lft thigh." Is this correct? If I put all the weights on "upper lft thigh" then I get this ugly situation...

http://www.toddelliott.com/vector/PossibleFix.jpg


Obviously I'd like to split the weight somewhere. Should I split the weight between "upper lft thigh" and "lower back 2"? Won't that still give me the "unmentionable bulging" effect that I have now? (to a lesser extent I'm sure, but still not ideal.) I feel that I must be missing something rather basic. Any advice?

Thanks in advance for any help.

-Todd

Andrei2k
03-03-2005, 05:32 AM
Weigh the bulging area to a joint not rotating to avoid create bulge or redistribute weighing from hip to fit more uniformly with groin. That would be my suggestion.

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03-03-2005, 05:32 AM
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