View Full Version : painting skin weights in maya 6.01
quyeno 04-14-2005, 10:52 AM hi,
i was wondering if anyone knew what causes this. i'm painting skin wirghts in maya 6.01, i basically paint each bone then hold the weight. i move onto the next joint and sometimes as i paint the vertex i just painted will either shoot off into the distance then shoot back again and sometimes it will shoot off into the distance and stay there. i've never had this problem in maya 5.01. does anyone know why this is happening and how to solve it?
thanks
quyeno
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Buexe
04-14-2005, 11:50 AM
Unfortunately I can not give you a solution to your problem, but I have experienced the same thing. Not only with skinClusters, but also with clusters. It just happens from time to time.
rBrady
04-15-2005, 12:34 AM
I am having a slightly different problem but I think its the same thing. I am really desperate for some help. I start at the bottom and got a good map there and did a Hold on it. Then went to the next joint(the Root) and when I paint somthing that overlappes it freaks out on me on some of the verts. I am not new to 3d but I am new to weight painting in maya. Oh, and this is 6.0.1 on a windows machine.
http://www.rbrady.com/tmp/Forum/TroubleShooting/G_wmIssue_1.gif
http://www.rbrady.com/tmp/Forum/TroubleShooting/G_wmIssue_2.gif
Hope the pictures help. And yes, it is a two headed snowman.
john_homer
04-15-2005, 03:13 AM
this is a new "feature" of maya 6.0.
my favorite part is when this happens, and then will NOT undo... nice :applause:
its probably fixed in the bug fix they are calling maya 6.5 (like most of the other bugs/features they introduced in 6.0)
unfortunatly this is not a free upgrade.
which (rightly so) inspired the thread http://www.cgtalk.com/showthread.php?t=210866&highlight=maya+6.0+free
.j
Your shooting vertices are the result of your points getting wieghts greater than 1. Clamp seems to broken :shrug: I also suggest changing your workflow a bit. Hold the weights on all bones after you bind, then unhold only on the areas you are painting, then hold them when you are done.
john_homer
04-15-2005, 03:39 AM
Your shooting vertices are the result of your points getting wieghts greater than 1. Clamp seems to broken :shrug: I also suggest changing your workflow a bit. Hold the weights on all bones after you bind, then unhold only on the areas you are painting, then hold them when you are done.
the "bug" happens when you do exactly that... but only in 6.0....
ps, its happening because the weights are less than 1, (not greater) thats why they are shooting towards the origin.
.j
thematt
04-15-2005, 07:54 AM
YEs it's such an annoying bug!!, I haven't passed yet on 6.5 but I sure should do that if that correct this bug, because I recently had to paint 3 characters and it was a pain...
Workaround is when it happen, select those vertex, go to the component editor, and in any of the line where you have a 0 weight, force them back to 0 and they will pop up back, still it's really anoying because if you just repaint over it it will break again..arghh
cheers
quyeno
04-15-2005, 08:13 AM
hi guys,
its seems that holding weights on the adjacent joints can cause this bug. so a work around is to unhold weights on the adjacent joints and paint away. seems to work ok.....so far!
sporadic
04-15-2005, 01:46 PM
It's a problem in 6.5 too, sadly.
If you select the vertices in question and normalize them (I use skinningTools, dunno if Maya supplies this or just whole model normalizing by default), it pops them back in place. Mind you, the weights on them are generally yucky, but at least they're not twisted.
And yeah, unholding nearby joints does eliminate the problem, but the whole point of the hold is to restrict changing joints you've already gotten to work properly. Unholding them just means you're stuck in a cycle of repainting.
I've just gotten in the habit of selecting a bunch of verts and normalizing often. Seems to work most of the time, but it is really annoying. I assume people have submitted this bug to Alias?
the "bug" happens when you do exactly that... but only in 6.0....
ps, its happening because the weights are less than 1, (not greater) thats why they are shooting towards the origin.
.j
I think it's when they hit greater than 1. I have only noticed this bug while using the add weights tool. The closer to white, the greater the chance it will throw. Scale and replace don't seem to bug on me. Interesting it's related to holding adjacent areas, but unholding them isn't really an option in my opinion, you will get weights all over the skeleton. This bug doesn't seem to happen when you weight from the component editor.
rBrady
04-16-2005, 04:04 PM
I moved to a machine with 6.5 on it and am having better luck. Maybe I shouldent speak too soon but things are working better.
aryzner
04-17-2005, 07:33 AM
I always just hit "Prune Small Weights" and it goes away.
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